Week of Feb 7-13 : The Start of Many Things

Andrew: Greetings everyone! This week, we began many things-

• First off, I’ve started the Town Entrance Gates, and here’s a preview:


This includes some buildings within (all WIP), most importantly the stables! There’s also a stable boy house (so the groomer can live right close by to their job, without the housing worries). A couple of other smaller buildings also are planned but haven’t been started as of yet.

• Next, Jon’s work on bug-fixing & behind the scene improvements:

-Overhauling input system, to eventually allow for multiple stacks of menus and to make input actions more flexible. Complications have arose with the addition of dual-wielding, which brought this to our attention.

-Fixed dominant hand cripples dropping the first alphabetically equipped item rather than what was equipped in that hand.

-Quickslots now update when equipping items in the inventory screen and when dropping an item that is in either slot.

-Weapon attacks now take into account the actual weapon’s stamina amount used in each hand instead of the weapon that was swapped to last. Previously equipping a Claymore and then swapping to a potion in the other hand, would allow you to attack with ridiculous ease using the Claymore!

-Setup the All-Item chest in the Playground to actually acquire all items from the item database, unlike before.

-Setup preliminary Grass footstep sounds, instead of just playing the dirt ones.

And in conclusion, we leave you with some screenshots:

TAR_Screen Shot 2016-02-07 at 11.23.54 AM

TAR_Screen Shot 2016-02-07 at 11.28.00 AM
TAR_Screen Shot 2016-02-06 at 4.47.05 PM


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