Changes to compilation process

I’ve finished with the basic steps to allow building of resource files (PK3 files) for KRPG, I’ve created some batch files that automatically explore the current directories and set them on variables, then build the resource files, the next step is to add this final step to the original compiling process and make some tests on it.

After I make a small test on my local computer, I’ll finally commit these changes and post some information on how to build, so that anyone, developers and users alike can build the latest SVN revision for this project, and if enough interest is generated, I’ll extend this functionality to KA too :).

UPDATE 16/11/2010: The new batch files have been committed to our SVN repository, the process now goes smoothly :), I’ll document this ASAP.

I’ve also uploaded a lot of converted spritesheets and the new travel map image so that it can be used in-game, this is really going to speed up the development process IMHO, stay tuned for more nice things coming along! šŸ˜€

New travel map

Below is an ingame screenshot of the new travel map.

travelmap_new

SE project becoming more open

In the near future, lots of until now “secret” (only discussed among the developers) information about Scattered Evil will be published in the public parts of the Korax forums. Future development will also be more open and regular beta releases with incremental updates will be available instead of one big change once a year.

Stay tuned for the coming weeks!

[Archived Comments]

Modeler/skinner needed

We are looking for a modeler/skinner (or several) who can help us with any of the following:

  • Fixing skins on existing 3D models that have small flaws
  • Creating slightly different skins for existing 3D models (so that e.g. not every tree looks the same)
  • Slightly modify existing models
  • Creating some all-new models incl. skins

If you are interested, reply in the comments or send me a PM.

Spriting month!!

Hi there! It’s been a long time since we have posted a blog entry, so I decided I would give you a small progress update of our work on the project.

I’ve been busy working on the conversion of our sprite sheets to normal sprites usable for various objects in-game, like enemies, player weapons, decorations, etc. It’s been a bit slow and tedious work, but it will give us a huge boost on the work we’ll be able to do code wise, it will allow us to implement new enemies using DECORATE and VavoomC to provide interesting new attacks for enemies and nice looking new weapons for all the player classes in our RPG project. The latest additions for DECORATE in Vavoom will make it easier to work with adding new weapons and for fixing the existing ones.

It might take another month (or longer) to convert the spritesheets to normal enemies, I hope to make it faster… I’m looking for a way to automatize part of the task to make it faster. Unfortunately I’m having some hardware issues on my end and I’m unable to work on this as I would like šŸ™ .

Ramborc and Sahadia have been busy working on the story and locations for the RPG, the progress has been good on this part too and we already have planned most of the locations the players will visit throughout the game. Ramborc has also been importing new textures for giving life to these locations and make them look good in-game.

Crimson Wizard has been working on additions for AI for both Korax Arena’s bots and enemies in our RPG MOD, which will enhance the game in the RPG MOD and allow us to implement further gameplay modes on KA.

This is the work we are doing as of now, as