It’s been a little while since anyone updated here, but SymbioSys is powering onwards.
Virtually all bugs have been eliminated, new random events have been added, powerful combinations of previous events that are sure to cause more chaos, and I’ve been outlining a new campaign mode that takes advantage of these improvements, as well as the new victory conditions been added. New particle fountains now show players which tree creatures are attracted to as well.
Adam has been working to update the game editor into a Windows app that is far more user friendly, which will expedite level construction and make for a viable editor to ship with the game.
Dean was involved in assisting with campaign story ideas, and he’ll be working on some of the new levels when he can … he’s currently holidaying in Europe, but he should have time to work on things whilst he’s there. Before he left, he also gave me the latest tree models … plus the highly anticipated Lunarscape environment.
Alex gave me some new UI art, and more is expected soon to facilitate more user friendly features and the new game victory condition.
Jai has been working on normal maps, and is creating a new, improved Leafy model!
And I am currently working on implementing shaders … no lean task that one, shaders are not straight forward to implement, but they can be extremely powerful assets in a game, whilst reducing the computational burdens on the CPU. I am making headway there, and whilst it is slow going, it is important that we improve the ‘look’ of the models in game. I am hoping to get Phong shading happening within the next day or so. I also plan to use shader effects to enhance the appearance and effects of ‘were species’ by having them take on a ghostly corporeal glow during their violent phase.
Other features I must prioritise is the upgrading of the Creature Objectives codes to simplify the editor and allow for better level design options whilst removing redundant Critter Rules … modifying target species stats, for example, is something that we never allow in missions, hence the option to have target species that can be modified is redundant (otherwise, it becomes very cheap to drop all target creature stats for quick kills).
Another priority is user feedback when the game ends … we want to show a ‘game over’ sort of message that reiterates the achieved goals (or reason for failure) … and adds an aftermath that drives the story. Something similar is required to introduce the story too.
With these objectives under the belt, hopefully the game will be ready for release
-Colin



