|
Written by Alberto Pavesi
|
|
Wednesday, 09 July 2008 |
|
"...It's a long way to the top if you wanna rock and roll..." ...And it seems to be even longer for a videogame indie developer like me :) At the moment I'm using some of the material develped for OGO to build a Rolling Demo for another videogame. It is bassically a classic graphic adventure like Siberia for an italian famous editor. If the project will go to its goal this might be a good piece of news also for OGO because my intention is finally to open a small indie software house. So, cross your fingers guys and stay tuned!    PS: I'm planning also an OGO's Rolling Demo, maybe for september
|
|
|
Written by Alberto Pavesi
|
|
Wednesday, 04 June 2008 |
|
Here we are again. Item's system is finally complete and the last annoying bug has been fixed so that now it works fine both in server and client side. Now it's time for trading system. At the moment I'm developing trading with NPC vendors, and as soon as it will be complete I will add a trading systems beatween human players. The idea is that any item sell by a vendor has got a "power" ranged 0-100, while every item crafted by a player will be ranged beatween 100 and 200. I'm trying to understand if it might be interesting to let a NPC Vendor to sell items that it has bought from a player... it s just an idea...but to stay strict to OGO's philosophy I guess that I will let people to sell "manually" their itmes. This should improve game's relationship beatween players. stay tuned as always for the latest news about OGO! |
|
|
Written by Alberto Pavesi
|
|
Monday, 26 May 2008 |
|
Here we are again, I know I don't post a lot of news, but let me say that the client's Framework development is almost complete and that in the meanwhile I started to develop a stub for a terrain engine that at the moment supports up to 8 different materials for every single chunk. A sophisticated LOD system, done throught a shader, degradetes the details in function of distance so a certain ammount of performance optimization has already been done. At the moment I'm completing the item system while the combat system is complete in the client side and must only be tuned in the server side (such as weapon speed and power etc etc). The server framework seems to be finally the good one, and I don't register unexpected crash since a couple of mounths. So, I don't know if I will be able to put every thing together for june as I was promising in the last piece of news, but what is sure is the OGO is going on and on... :) |
|
|
|
<< Start < Prev 1 2 3 4 5 6 Next > End >>
|
| Results 1 - 4 of 22 |