LOTLW Devblog #20: The Fortification
Started the day by doing the usual: Placing tiles and assets. Finished making the meadow edge and after that jumped into making Second Strategic Fortification. It's the remaining 1/3rd of the new area. The fortification was built by Berelem during the War to halt the Kingdom's advance to the south - it's one of the biggest military installations in Kayos. After the War, most of the fortification's crew was moved to other places. Later a swarm of demons roamed in from the burning ruins of the Fallen Kingdom and the fortification has been taken over by them. Since then it was not reclaimed - doing so would require too many resources, plus it's not that important in the current times. Anyway, I spent most of the day making new assets:
Here they are in action - exterior:
And interior:
Today's progress:
Living quarters are now complete! What's left is the main hall, mess hall, training hall, armory, commander's office, manufacturing, and map room.
Today I was a bit busy with non-game development related stuff, so I couldn't work as much. Still, I made-and-placed-new-tiles-and-assets, finished one of the rooms, and began working on the main hall.
The wall banners bear symbols of Berelem. The symbol of the tree gold coins is from a popular story about Berelem. It is said that the land on which the city was founded was bought from Erquarian colonists for only that much.
Wasn't at home for two days because I was in an event. But now I'm back and I have already done the main hall, mess hall, and training hall. Here's how training and mess halls look:
After taking a day off, I've returned fully rested and managed to work the full day. The fortification is now complete and I am already working on the final pieces of the area.
Map room.
The final look of the entrance.
Rogue camp behind the fortification. For some reason, I love the lonely atmosphere of remote and neglected places - the locations behind the fortification are just that. Currently, I only need to make an archer training site and the iron mine to be graphically done with the Eastern Trilith area. Soon I'll be working on the characters and gameplay of the area. I need to add a new enemy type - demons, add door unlocking mechanic for the door inside the fortification, optimize spike traps.
The iron mine.
Legate's office now has a clock spire! The clock isn't animated yet - I still haven't coded something that would let me have animated elements on buildings. Yes, I absolutely NEED an animated clock. Anyway, all tiles and assets are placed now. I have also done some optimization work today - spike traps no longer spawn hundreds of damage objects attempting to deal damage to whoever is on them and prop objects like rocks are now deactivated when not in the player's view. Hooray to a slight FPS boost! I'm very close to finishing the Eastern Trilith area now - unless demons are harder to make than I anticipated and I'm actually three weeks away from the completion. <<< Epic foreshadowing >>> That's all for this entry, thanks for reading, and until next time =]
[ 2020-09-17 15:30:41 CET ] [ Original post ]
September 9
Started the day by doing the usual: Placing tiles and assets. Finished making the meadow edge and after that jumped into making Second Strategic Fortification. It's the remaining 1/3rd of the new area. The fortification was built by Berelem during the War to halt the Kingdom's advance to the south - it's one of the biggest military installations in Kayos. After the War, most of the fortification's crew was moved to other places. Later a swarm of demons roamed in from the burning ruins of the Fallen Kingdom and the fortification has been taken over by them. Since then it was not reclaimed - doing so would require too many resources, plus it's not that important in the current times. Anyway, I spent most of the day making new assets:
Here they are in action - exterior:
And interior:
September 10
Today's progress:
Living quarters are now complete! What's left is the main hall, mess hall, training hall, armory, commander's office, manufacturing, and map room.
September 11
Today I was a bit busy with non-game development related stuff, so I couldn't work as much. Still, I made-and-placed-new-tiles-and-assets, finished one of the rooms, and began working on the main hall.
The wall banners bear symbols of Berelem. The symbol of the tree gold coins is from a popular story about Berelem. It is said that the land on which the city was founded was bought from Erquarian colonists for only that much.
September 14
Wasn't at home for two days because I was in an event. But now I'm back and I have already done the main hall, mess hall, and training hall. Here's how training and mess halls look:
September 16
After taking a day off, I've returned fully rested and managed to work the full day. The fortification is now complete and I am already working on the final pieces of the area.
Map room.
The final look of the entrance.
Rogue camp behind the fortification. For some reason, I love the lonely atmosphere of remote and neglected places - the locations behind the fortification are just that. Currently, I only need to make an archer training site and the iron mine to be graphically done with the Eastern Trilith area. Soon I'll be working on the characters and gameplay of the area. I need to add a new enemy type - demons, add door unlocking mechanic for the door inside the fortification, optimize spike traps.
September 17
The iron mine.
Legate's office now has a clock spire! The clock isn't animated yet - I still haven't coded something that would let me have animated elements on buildings. Yes, I absolutely NEED an animated clock. Anyway, all tiles and assets are placed now. I have also done some optimization work today - spike traps no longer spawn hundreds of damage objects attempting to deal damage to whoever is on them and prop objects like rocks are now deactivated when not in the player's view. Hooray to a slight FPS boost! I'm very close to finishing the Eastern Trilith area now - unless demons are harder to make than I anticipated and I'm actually three weeks away from the completion. <<< Epic foreshadowing >>> That's all for this entry, thanks for reading, and until next time =]
Light of the Locked World
Aivaras Klimas
Michael Jendryssek
TBD - Wishlist now!
RPG Singleplayer
Game News Posts 59
🎹🖱️Keyboard + Mouse
No user reviews
(0 reviews)
https://store.steampowered.com/app/1097560 
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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