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Dev Blog #46

February 13th, 2017

Dev Blog #46

It’s been another busy sprint for the Forged Chaos team. This time the bulk of our work centered around implementing skills and modifying the skill window for humans. Thanks to the hard work from our programmers, we have a current total of 21 skills in the game. Though we originally planned to start with only ten skills, we’ve since added most of the skills we want in ToA: Exile, including several weapon skills for testers to use. We will continue to add skills when we need them as we implement future content.

Skills have gone through many changes since we first envisioned them, but we are really happy with where they are now. You must use them to get better at them, and you can choose in what manner you get better by selecting from the various disciplines for the skill. It’s an easy system to grasp, but allows a great deal of customization for players. It will be interesting to see what disciplines players favor over others, and if so, how we can make others more attractive in the future.

Along with the actual programming of the skills, the art team has completed the icons needed for the skills screen, including skill and discipline icons. The screen has had a bit of an overhaul, which has made it much easier to understand and will help players find what they are looking for faster than the previous one.

Our progress wasn’t limited to skill implementation alone this sprint. Structures can now be owned and named. The player who places the blueprint on the ground and begins the construction process is the owner of the structure and has the ability to name it. The name and owner of a structure can be viewed by interacting with a sign that appears at the base of the foundation stairs. Of course, this is all subject to change based on testing and feedback.

Players can advance through the various stages of building a structure now, as well. There are three stages for each “section” of the structure, and each stage brings with it a more complete appearance and added hit points. To progress through them, the player interacts with the section they want to work on, and if the required materials are in their inventory, they can choose to “build”. It functions in the same way as the crafting window.

The model for the needlefang is completed, rigged, and painted. It will be receiving animations soon and we look forward to seeing it slither along the ground on the island. Modeling also finished the visual evolutions for the raknar’s strikers and their chitin armor.

Speaking of the raknar, she was the focus of the animation efforts this sprint, with the idle animation completed to round off her set. With that done, the team was able to finish her animation “state machine”. This was a term I was unfamiliar with, so I asked Cloquirk to explain it for me so I could share with you:

“A state machine is like a graph that holds animation clips. We choose which clips can transition between each other and what conditions determine when those transitions happen. When the conditions are met in game for one animation, such as the idle state, to transition to another, such as the jumping state, the state machine will blend from the first clip to the second.”

I hope you all enjoyed this week’s blog and maybe even learned something from it. Please share your thoughts on our progress over at http://www.trialsofascension.com/forum/threads/dev-blog-46.6055/.