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- Oct 21, 2002
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Tags: Malevolence: The Sword of Ahkranox
You might recall the grid- and turn-based first-person RPG (with procedurally generated content) Malevolence: The Sword of Ahkranox. We interviewed the game's Creative Director a few months ago and the game sounded like a very ambitious project. I'm glad to see they're still going strong, as they not only have a new website up and running but also recently released a big update on the game's development. The most interesting bit is that they've implemented very early versions of quest-giving NPCs:
The update also features some new screenshots and artwork, so check it out, yo, dawg.
You might recall the grid- and turn-based first-person RPG (with procedurally generated content) Malevolence: The Sword of Ahkranox. We interviewed the game's Creative Director a few months ago and the game sounded like a very ambitious project. I'm glad to see they're still going strong, as they not only have a new website up and running but also recently released a big update on the game's development. The most interesting bit is that they've implemented very early versions of quest-giving NPCs:
Yes, it's only in a very basic form at the moment, but all in all, those familiar with game development will see that from here on in it's rather straightforward to extrapolate it into the fully functional system! Check out this video I made showing how it works:
So that's exciting. But, you may have noticed that the towns still look terrible. Well, we've been working on that, too! As mentioned in the video, Ian Atherton and I have been working closely to come up with a procedural building generator which will CREATE buildings out of "chunks" of buildings to be able to create all manner of building sizes, shapes and colours. It's going to be great. Also in development is lots of "town kitsch" that will litter the streets. Things like barrels, crates, carts, street lighting, park benches, etc, that will make the place seem a bit more lived in than it currently does... But that's for a future update.
So that's exciting. But, you may have noticed that the towns still look terrible. Well, we've been working on that, too! As mentioned in the video, Ian Atherton and I have been working closely to come up with a procedural building generator which will CREATE buildings out of "chunks" of buildings to be able to create all manner of building sizes, shapes and colours. It's going to be great. Also in development is lots of "town kitsch" that will litter the streets. Things like barrels, crates, carts, street lighting, park benches, etc, that will make the place seem a bit more lived in than it currently does... But that's for a future update.
The update also features some new screenshots and artwork, so check it out, yo, dawg.