There is now a specific set of build plans per town instead of per team, meaning that the AI can branch development into different areas for different towns. Robin has also entered the Matrix and improved how the AI builds their towns. The weaker Wielder will walk to the strongest Wielder and give away as many troops as it can. This is being developed currently but here's how it works for now: If two commanders are within proximity it will check who is the strongest from a battle perspective. The AI now also does rudimentary troop trading between wielders. Showing regions where it starts and where it moves when it has emptied the region of all relevant resources. The images above illustrate several parts of the AI behaviour. We are currently trying the new font sizes with the Alpha testers to a general positive sentiment. All text in the game now has been increased in size with a main focus on lifting the Medium and Small types. Each type has three sizes Large, Medium and Small. We have three types of text in the game Title, Label and Lore. Lots of small quality of life updates has been done, as well as finishing all the spell visual effects with the help of Mattias, our VFX freelancer.Ĭhristian has made sure that our UI is now more readable. Creating hand painted portraits for all 64 troops would simply be too much work, but fortunately it looks really nice with the pixel art as well! It is used in dialogues and pre battle as well. The enemy portraits now use pixel art, instead of painted 2D images, if you attack a neutral hostile (non-Wielder) on the adventure map. David and the wider ‘look and feel’ team has done a little bit of everything! The biggest update being a new version of the spellbook, to adapt to a major rework of the spell system (more on that later!).
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