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The New World Update #17: Status Report, Art Pipeline Overview
Development Info - posted by Infinitron on Sun 16 July 2017, 16:45:53Tags: Iron Tower Studio; Nick Skolozdra; The New World; Vince D. Weller
What, another The New World development update after only two weeks? Yes, indeed. It's another technical update - I guess those don't take too long to put together. It includes an overview of how the game has changed since June and a description of Iron Tower's new and improved art pipeline.
Now, more detailed changelog since end of June:
- The core element of combat system - attacks, stored and edited in a data table. Open "AttacksDB" asset in ContentGameplayCombatAttacks to check it out. Configure an attack, then when editing a weapon, assign all the attacks it supports;
- General TNW animation system setup;
- Game states and player input states: game running, paused, busy (like when you see the hourglass cursor). The AI shouldn't think when the game is not running, the player shouldn't spam commands when PC is in the middle of attacking, that kind of stuff;
- Interactive cursor, proper cursor scales and hotspots;
- Setting up the human animation state machine. Simply put, it's a network of nodes and connections between them, where a node is animation type (idle, aiming, attacking, dying, etc) and the connection is a rule which controls the transition between nodes;
- Added idle animations, implemented triggering idle variations;
- Coded in combat structure, phases, implemented combat start/end;
- Added pistol and rifle animation sets;
- Implemented relative aiming and full body rotations towards enemy, wrote a framework of math functions to support that;
- Unified the world interactive objects within one class hierarchy;
- Pathfinding update: made characters path around each other in realtime movement, instead of bumping into one another. Finally got to implementing characters occupying (owning) tiles in the combat mode (see red squares on grid), updated grid object instanced mesh components to visually reflect that;
As you can see, most of this stuff sounds pretty basic, but every item on this list is a leap forward and a critical piece of game infrastructure.
Step 1 is a rough Excel layout. Step 2 is a rough in-engine layout. Step 3 is painting over each building to define the overall look, lights, and assets needed:
Step 4 - the assets:
Step 5 - put it all together but we aren't there yet (we won't do it until the entire location is defined and all the assets are done, which would take a couple of months).
While it's not what Obsidian is doing with Deadfire, it's a big improvement over AoD and not just in terms of the overall visuals but also in terms of making the ship's environments more memorable. Hopefully you'll be pleasantly surprised.
Sounds like the basics are coming together nicely. There's an official website now, too. Hopefully things will continue to progress smoothly.