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LOTLW Devblog #19: No man's land and other places
A tiny bit of the battlefield is now done! Today I was mostly placing tiles and correcting the no man's land layout. I also made barbed wire fence assets.
Barbed wire fence objects are the first of the removable objects, they can be removed by the players creating permanent shortcuts. This will not be possible for a while though, I'm saving it for the 8th class update.
Spent the day placing everything and no man's land is done! Got lucky making some lovely locations like this small meadow near the mage camp:
Heavily shelled area:
Center ruins:
After yesterday's successes, I decided to make an easy day for myself, so I've done some educational reading and fixed a few stupid bugs. For example, the quest used to not give XP reward because I just kind of forgot to make it give XP. Me looking at code: "Yes, it all makes sense now!" Another example: switch(faction) { case faction_neutral: case faction_demon: change_reputation = false; break; default: change reputation = false; } if change_reputation == true { reputation[faction] += reputation_amount; } "For some reason, it's no longer possible to gain or lose faction reputation. Hmm..." So that was fun to fix =]
Today I continued the clean-up work. Spent a lot of time trying to fix various issues with teleportation. Had to rework some parts of the area code because turned out that it's not functioning properly while there are two areas active. For the context, because the game has a local multiplayer option, the game can have two areas active at the same time - so player 1 and player 2 can be at the separate areas. A lot of the systems around it weren't tested before because until recently there was only one area. Anyway, that's all fixed now. Currently, the Eastern Trilith area is 60% done: All I need to do now is make the second strategic fortification and small places in between the town, the battlefield, and the fortification. Here are those places in between: 1) The meadow edge. It is to the west from the battlefield, where the road goes to Eir Meadows. Looks like I will have to make at least some of what is required for the meadow biome. 2) A silver mine. It is to the east from the battlefield. It will have a lot of silver rocks and no enemies. 3) A rogue camp. To the south from the silver mine. A camp of high-level rogues featuring lots of loot containers. 4) The spike fields and an abandoned fort. To the north from the silver mine. An abandoned fort will be the first thing the players see when entering the Eastern Trilith area from Moonrise Desert and the spike fields will be what they will need to cross to get into the battlefield and places beyond it. 5) An iron mine. In the northeast corner on the area, behind the fortification. This mine will have more even more ore rocks than the silver mine - it's one of the rewards players will get for traversing the treacherous second strategic fortification. All of this should take no longer than a day to put together. So, here it goes...
Rogue camp.
Abandoned fort.
Mine. Got distracted, so I didn't finish the other small areas - that's for the other day.
Started the day by finishing making the spike fields location:
After that, I've done some of the boring tile placing work, now the south-eastern corner of the area is ready to be made into the iron mine. Then - because I couldn't delay it any longer - I have started working on meadow edge. I was reluctant to start working on it because the meadow biome is probably the hardest to make of the four. It requires various plant assets and they have to be animated - it took me like two hours to make two large plant assets. Currently the meadow edge looks like this:
Pretty happy with it and I'm not even finished - this should be good =] Well, that's all for this entry, thank you for reading, and until next time!
[ 2020-09-07 15:26:54 CET ] [ Original post ]
September 1
A tiny bit of the battlefield is now done! Today I was mostly placing tiles and correcting the no man's land layout. I also made barbed wire fence assets.
Barbed wire fence objects are the first of the removable objects, they can be removed by the players creating permanent shortcuts. This will not be possible for a while though, I'm saving it for the 8th class update.
September 2
Spent the day placing everything and no man's land is done! Got lucky making some lovely locations like this small meadow near the mage camp:
Heavily shelled area:
Center ruins:
September 3
After yesterday's successes, I decided to make an easy day for myself, so I've done some educational reading and fixed a few stupid bugs. For example, the quest used to not give XP reward because I just kind of forgot to make it give XP. Me looking at code: "Yes, it all makes sense now!" Another example: switch(faction) { case faction_neutral: case faction_demon: change_reputation = false; break; default: change reputation = false; } if change_reputation == true { reputation[faction] += reputation_amount; } "For some reason, it's no longer possible to gain or lose faction reputation. Hmm..." So that was fun to fix =]
September 4
Today I continued the clean-up work. Spent a lot of time trying to fix various issues with teleportation. Had to rework some parts of the area code because turned out that it's not functioning properly while there are two areas active. For the context, because the game has a local multiplayer option, the game can have two areas active at the same time - so player 1 and player 2 can be at the separate areas. A lot of the systems around it weren't tested before because until recently there was only one area. Anyway, that's all fixed now. Currently, the Eastern Trilith area is 60% done: All I need to do now is make the second strategic fortification and small places in between the town, the battlefield, and the fortification. Here are those places in between: 1) The meadow edge. It is to the west from the battlefield, where the road goes to Eir Meadows. Looks like I will have to make at least some of what is required for the meadow biome. 2) A silver mine. It is to the east from the battlefield. It will have a lot of silver rocks and no enemies. 3) A rogue camp. To the south from the silver mine. A camp of high-level rogues featuring lots of loot containers. 4) The spike fields and an abandoned fort. To the north from the silver mine. An abandoned fort will be the first thing the players see when entering the Eastern Trilith area from Moonrise Desert and the spike fields will be what they will need to cross to get into the battlefield and places beyond it. 5) An iron mine. In the northeast corner on the area, behind the fortification. This mine will have more even more ore rocks than the silver mine - it's one of the rewards players will get for traversing the treacherous second strategic fortification. All of this should take no longer than a day to put together. So, here it goes...
September 5
Rogue camp.
Abandoned fort.
Mine. Got distracted, so I didn't finish the other small areas - that's for the other day.
September 7
Started the day by finishing making the spike fields location:
After that, I've done some of the boring tile placing work, now the south-eastern corner of the area is ready to be made into the iron mine. Then - because I couldn't delay it any longer - I have started working on meadow edge. I was reluctant to start working on it because the meadow biome is probably the hardest to make of the four. It requires various plant assets and they have to be animated - it took me like two hours to make two large plant assets. Currently the meadow edge looks like this:
Pretty happy with it and I'm not even finished - this should be good =] Well, that's all for this entry, thank you for reading, and until next time!
[ 2020-09-07 15:26:54 CET ] [ Original post ]
Light of the Locked World
Aivaras Klimas
Developer
Michael Jendryssek
Publisher
TBD - Wishlist now!
Release
Game News Posts:
59
🎹🖱️Keyboard + Mouse
No user reviews
(0 reviews)
Light of the Locked World is a fantasy RPG with local co-op and PVP, inspired by oldschool MMOs like Ultima Online and RuneScape.
The World Gate has malfunctioned and you are taken to Caios II - the Locked World. As you build a new life for yourself, you notice that something sinister is going on. You might be in danger - you must find out whats happening.
Features:
Light of the Locked World has all of the beloved RPG features - quests, exploration, crafting, and deep character customization - executed in uncommon ways.
Combat:
Real-time, uses only one button to attack, effectiveness is based on equipment stats and players positioning skill.
Local co-op and PVP:
Take the game to the next level by inviting another player to play with or against you. You have the freedom to compete for rare items, cooperate to overcome difficult tasks, steal, trade, duel, and more.
The World Gate has malfunctioned and you are taken to Caios II - the Locked World. As you build a new life for yourself, you notice that something sinister is going on. You might be in danger - you must find out whats happening.
Features:
Light of the Locked World has all of the beloved RPG features - quests, exploration, crafting, and deep character customization - executed in uncommon ways.
Combat:
Real-time, uses only one button to attack, effectiveness is based on equipment stats and players positioning skill.
Local co-op and PVP:
Take the game to the next level by inviting another player to play with or against you. You have the freedom to compete for rare items, cooperate to overcome difficult tasks, steal, trade, duel, and more.
MINIMAL SETUP
- Processor: 1.2 GHz or better
- Graphics: 256 MB
- Storage: 40 MB available space
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