Monsters, but ingame

Been a little unwell this week which has slowed my coding plans down considerably. However I have recovered enough to chuck the new monsters from the last few weeks into the game (albeit in the most basic way). I’ve also added a new item of furniture to the room layouts and improved the per room tagging (so it now actually works) this means that each room in a level can have it’s own set of descriptive tags to go along with the overall level ones which then feeds into how the generator chooses the objects to place in each room. Anyway, right now its mostly just making a fancier high backed chair more likely to appear in the warehouse office than in its kitchen.

I’m also including some random screenshots of the new monsters (and that desk) but now; in the game.

Here you are:


I wish that Abyss would quit staring

Another batch of monster previews today. They aren’t all quite finished yet but what the heck I already grabbed the screenshots. Demons is this weeks theme.

I’m calling this guy a Chained One. I imagine that some kind of demonic ritual gone horribly wrong results in this twisted hate fiend.

 

This guy is a Pusculus and he’s not very happy about it. You wouldn’t be happy either if you spent your days toiling in the infinite filth pits of Bagolometh.

 

This flying chappy is an Iphet. Expect mischief in inverse proportion to his diminished stature.

 

These chaps need a bit more animation attention and then they are pretty much ready to drop into the game. That’s all for today.


More monstrous models

This week has been largely spent conceiving, modelling, texturing, boning and animating some new monster models. I’m hoping to hit nine models + the more variable human models for the first alpha. The beauty of the algorithmically generated tactical battles is that it’s incredibly easy to insert new monster types into the generator (and thus the game) once you have all their details set down in data.

So this week we have the bloated giant rat:

He will gorge on your entrails and gnaw on your bones.

 

Then we have a giant spider too. A lot of people don’t like spiders so I’m plotting to include a ‘Cobbet mode’ in the game options that will exclude them from the generator.

This guy looks quite friendly though. Probably should work on that.

 

And finally we have the cowled and insubstantial Shadow wielding a giant two handed sword with preternatural ease.

Another undead beast to grapple with alongside the skeletons and zombies from last week.

 

I’ve also started poking around in the rusty old bad guy data code to better support the variety of behaviours and characteristics of these varied villains. Shortly skeletons will no longer bleed with ruby red blood.

That’s all for now.