July 2-8: Archer Hat

Jon: Hi, there! Here’s the week’s progress:


Archer Hat

Comes in a variety of tints, not shown here.


Misc. Improvements & Bug Fixes
  • Pickpocketing:
    • Being detected while pickpocketing an NPC will cause them to get hostile. The inventory menu will also immediately close as well.
    • Items will no longer transfer if the pickpocket was unsuccessful.
  • Magic:
    • Started experimenting with magic chants for magic in the Spelling school.
    • Added a projectile healing spell.
  • UI:
    • Menu navigation in the Book screen should no longer highlight the inventory buttons that reside behind.
    • Got a popup, “How Many?” menu functioning (still WIP) when dropping items. Still need to get it set up for bartering/placing/taking items out of containers.
  • Tavern:
    • Started new NPC, Tavernkeeper.
    • New wood texture.

Is that cherry?

  • Made the dialog response/loading screen title text style easier to read (Increased contrast between outline and font).
  • Added an ’empty’ item action for crossbow, so the loaded bolt can be removed after.
  • Continued assigning entity common names: Items are complete, I think.

Have a good weekend.

June 25-July 1: Hound’s Hood

Andrew: Greetings! We were helping build a garage as well as building The Arcane Relics this week. Here’s the progress seen in Terradim:


New Helm: Hounskull Bascinet

You dirty dog, you. 😉

The helmet opens and closes similarly to the Close Helm. It is still WIP.


Misc Improvements & Bug Fixes
  • Improved animation scaling with movement speeds, most noticeable while crouching.
  • Head-look has been improved, possibly fixing the bug where characters would oddly look to the side at no apparent target.
  • Added ‘xp popups’ to console commands, to help us test/balance XP gained.
  • Pause inventory offset has returned:
  • Sky horizon, fog, & cloud gradients have been tweaked.

That’s all for this week. Have a happy 4th of July!

June 18-24: Clouds

Andrew: Hello on this Saturday. This week of development, on my part, has been mostly optimizing buildings & materials, to improve Town performance. Nevertheless, here’s some of the things we worked on:


Next Clouds Iteration

I’ve also been messing around with redoing the clouds. They look a bit better and aren’t as flat looking as the previous ones (in the public demo). The biggest improvement is that they no longer take fog – fixing issues with fog rendering on top of clouds, encountered after upgrading Unity to v5.6.


Misc Bug Fixes & Improvements
  • Wooden chair is now textured:
  • [Retraction] Gold is back as the primary currency in Terradim, despite mentioning a few posts back that we were switching it to silver. We found that having a second item for currency (also coined), just made it more confusing, less intuitive, and, frankly, not as classic. Additionally, the color of gold draws your eye, since it’s a less common color within the game.
  • Optimized various materials, removing unneeded details and creating better main texture maps, improving appearance anyway.
  • Optimized more buildings in Town, improving performance.
  • Persuasion skill now affects bartering prices.
  • Chandelier, in Tavern, improvements: 

Until next time.