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Primary Objective Procedural city generation with variable inputs (population, tech level, etc) Secondary Objectives Improve performance Mouse-driven interface separating player and character Streamline combat system
Mouse-driven interface separating player and character
Streamline combat system
Engineering Destructable architecture with support checks Level-of-detail system Dynamic pathnode system proof of concept Character posture and focus features AP system improvements Misc. constructor improvements Design Destruction system City layout and constructor methods 4X ruleset outline Event System outline Inventory design 2D and Concept Art Cursors and icons HUD/interface concepts Website redesign concepts Modelling Damaged brownstone tileset (placeholders) Street sections Sound + Music Travel and combat music from MrBumble Tweaked gunshot and impact sound effects
Level-of-detail system
Dynamic pathnode system proof of concept
Character posture and focus features
AP system improvements
Misc. constructor improvements
City layout and constructor methods
4X ruleset outline
Event System outline
Inventory design
HUD/interface concepts
Website redesign concepts
Street sections
Tweaked gunshot and impact sound effects
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