Remember to make your own backup of posts before submitting.
I’ve been itching to write a post for this blog ever since my last, if not for a subject. If I had staid course I think by now I’d have a release of the 3D modeling software I’ve been developing ever since earlier last year. But I have something better since not long ago I heard from the Moratheia project it’s back on (this was posted sometime earlier, complete with a new image) which shortly put me to work on Sword of Moonlight!I’ve not put out a new release since mid last year, and hadn’t intended to release this one now after just 2 or 3 weeks except I want to write a blog and publish an unplanned fix for the PlayStation and Xbox trigger buttons I’d rather not sit on.The genesis of this release is an idea to add a grab-hold-of-walls feature that is analogous to the crouching feature, or grab-hold-of-floors feature. Does that make sense? Communicating video game concepts is not always so easy: by holding movement changes from walking around to leaning out in order to look around. It can make certain types of movement easier and more reliable.I believe this finalizes a basic movement feature set. I don’t know why I didn’t see it coming! It struck me out of the blue, as these things do. My motivation is always to find out how Sword of Moonlight will end. I’m very pleased with this development.I wanted to hold off a release until I could complete a ladder feature that will use the holding feature to mount the ladder. I worked on numerous other things, anything that caught my eye. In fact toward the end an idea came up to be able to take the game from a run to a crouch, or crawl (bent over) without stopping to walk. That became the ultimate piece of the movement features since there isn’t any way left to add anything more to the one-and-only button: the King’s Field way is 3 buttons, 2 for hands, and 1 for everything else!Movement is all around improved. I will try to detail every little thing in the accompanying forum post. Also of interest: there’s now a definitive roadmap for expanded hand controls and I’ve already added a means to hide screen elements (with hand buttons) and I now recommend using one of the triggers for the non-hand button. This wasn’t practical previously, even without the issues I was unaware of. Now that the 2 hand buttons will be expanded on I believe it’s helpful to situate them across from each other on the buttons that touch the triggers.
Moratheia is still alive.I intended to finish a lot of important work over December but I didn't have access to important files.Working with the KF engine takes time, and patience especially from those waiting and I appreciate the messages and comments I get from fans. Moratheia has had a long history of required changes (mostly artwork related) and this has been the main reason for witheld releases. A huge break was also required, life happens.I spent some time looking over the project and remembering what I wanted to finish, and today I had the chance to make some good changes to story and events to make the game flow better. I also decided to hide all NPC eyes as homage to Kings Field, hence the new NPC image.Finally, I can share some interesting info... I am working on a combo system. It will allow players to chain attacks together simply by pressing the attack button faster. This will allow players to have even more diversity on how they play.In terms of a release date... Its hard to tell. I have to get the bare bones of V2 up and running before working with the latest release of SomEx (improved version of the KF engine.)I can confirm that Moratheia will work on all / most systems thanks to SomEx. Ironing out creases in SomEx may take time to get things up and running, but it'll happen.Thank you all for your support.[see image attachment]
Page created in 0.097 seconds with 261 queries.