Thanks for following the project.
My past week has been spent working on C++ based DLLs for runtime updates, content and feature installation and team collaboration with .NET, Expression tools, Blender and the Adobe Creative suite. The benefits of this integration are that many programmers and designers will be able to enhance the game. Bringing downloadable features to plug as you play. Convenient tools for customizing your game to suite. Custom user interface controls of a kind for easy access and user experience enhancement.
I envision that I will be able to boost and facilitate the exposure and rewards for feature contributors,
while offering a more personalizable challenge and experience for the players. All to be obtained online outside of the game without in game pop-ups because I don't do in game shopping carts, which is not my style.
I have a programmer who has been working on live error messaging, login, registration and confirmation for the past 3 weeks, while I focus on the polishing-up as the end of the conceptualization phase approaches, and the tweaking, public testing commences.
It is now that time to start sharing what I will be doing my very best to offer in 2018 as an exciting new option for player progressive solo and team action gaming (with a ball if you like), the best possible multiplayer action arena we can possibly bring together with emphasis and meticulous specialization on Sports Fiction's key focuses:
• Comic strip layout with comic strip NPC and player interaction
• AI, not just of NPCs and mobs, but of which can compete and be
configurable team mates
• Behavioural and non-behavoural (robotic) AI which affect how they are likely to react to events
• Ranged attacks with recoil, drop and
wind physics, tweaked to suite the pace of the game
• Melee with customizable fighting styles and techniques
• Player customizable robotics and vehicle/aircraft mountable devices
• Character progression and management between matches and during matchmaking queues
• Matchmaking suggestion lists
• Skill cards; very much the RPG mechanics of the game, more on this later
70% of this is all in place. Most of the comics, AI, behaviours and damage systems are ready to go live for the pre-alpha version of the game. Vehicles and aircraft might, or might not be ready for use on day one, but should be available one or two minor updates later.
It will be interesting to see all of this in action, but first we have to get rid of all the ugly graphics, prepare test servers, installation and update procedures. With such a limited budget, the service will be a challenge to make bug and lag free,
but we are up for the challenge.
Today and tomorrow I will be finishing the C++ DLL, to then work on Depth of Field post rendering, clouds, a terrain shader (using jGFX and some special techniques I have developed) and a comic character shader that works with jGPU skin tools. Moving on to some other important steps regarding performance, my shaders and some of EvolveSoftware's shaders.
Next week I will have a programmer working on matchmaking and match suggestion so that you can pick the sports event you want to play to earn in-game resources, pair up with suitable players while you navigate the world, interact with NPCs and manage your character; and have some suggested matches on the side for you to click if you so happen to feel like it.
Looking forward to seeing what takes place in April.