Programming and Scripting

Just a quick update. We’ve produced a huge amount of AI scripting and programming work behind the scenes since the last update. Possibly the most we’ve ever developed in that period, laying down new systems and refining existing ones. Over 300 repo commits in for this.

We are hoping to have the first pre-alpha demo working soon that shows real gameplay including attacking and being attacked by mobs. Talking to NPCS, getting quests, finishing quest steps.

We need a few more assets in place before this is ready so show everyone.

Thanks.

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Area Collision Spawner

In this technical demo we see our custom Area Collision Spawner in action. As the player enters the green area, AI mobs begin spawning in the purple area at a rate that does not impact framerate. The green square is just large enough compared to the purple square that you shouldn’t see mobs and NPCs “pop” into existence.
Once they do spawn you can see their AI take over and make them run around.
When you exit the green square, the NPCs pop out of existence.
Normally the NPCs and Mobs would not wander in such a large area.

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Westshade

Early Westshade Map

We would like to welcome you to the first sneak peek at a very early map design and terrain of Westshade, a small village in the grassy and light wooded areas of Oldview Dales. This village is where our protagonist starts their journey into the unknown.
Like everything else at this stage, this is an extremely early design and will almost certainly change.
What do you think?

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New Terrain system

Here’s a very early screenshot of our new terrain system. Already we think it’s looking good! What do you think?

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Map Scale

Dungeon Siege 1 (top) – Tobin’s Chronicles: Mol’godath (bottom)

It’s relatively easy to start plopping objects onto a map and get the false sense of security that everything is ok. That is until you realise that your mega city is the size of a village because you’ve not got your scales correct.
For something like this specific example, we have known, real-world scales for cities and villages. Assuming your game units are logically set out, this should never really be a problem.
It gets tricky when you need to add things that can be ambiguous and have no standard definition in the real-world.
For example, in a forest setting, how far away should the next building that will be used for your neighbours home be? What should the spacing be between packs of mobs? How many mobs per meter squared...

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Multi story buildings and revealing

This video shows how we are able to create buildings with interiors directly onto the terrain itself. Not only that, but the buildings can have a roof and be multi-story, which becomes transparent when the player approaches in order to reveal the interior of the first floor.

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Site theme and design poll

Our website has been designed to have the look and feel of an old school 1990’s to 2000’s styled RPG gaming website. This is not by accident as our game has its roots and inspiration from cRPGs in that style and era.
I think we’ve managed to do that successfully and still remain functional.

What do you guys think of the design? Please leave comments below.
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Fungi

Fungi

Here is some fantastic concept art for various types of fungi produced by our very talented 2D and 3D artist, K.H. The use of colour is amazing.

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Dungeon Under The Well atmospheric soundtrack

Here’s a fantastic soundtrack from our very talented musician, M.M. This track will be used for atmospherics in the first dungeon in the game, Dungeon Under The Well.

What do you guys think?

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Tobin’s Chronicles: Mol’godath

We are thrilled to announce we have finally decided on a name for our game. Tobin’s Chronicles: Mol’godath. The meaning for these names and phrases will be unveiled as we go ahead.

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