First public footage of BorderStrain
First public footage of BorderStrain
BorderStrain 0.4 Changes
Update 2017-10-02: Dungeon Lightning Update
After starting to be a bit annoyed by the fact that the outdoor world environment had sort of ran away in terms of graphics compared to the dungeon environments I have now made same large additions to the dungeon graphics/lightning. They main changes are
Dungeon Lightning Updates
BorderStrain 0.3 Changes
Update 2017-07-15: Dialog Editor
Another milestone completed! I have now added a dialog editor to the mapmaker. The dialog editors allows to easily construct multi-selection dialogs which are added to the expansion. I also added placeable NPC's which can then be linked to play different dialog trees when approach by a player. I have also added support for special pre-conditions and events which can be set for a dialog although those parts are as of yet not fully integrated.
Update 2017-06-30: A rainy day
I have update the rain rendering with new graphics which looks way better than the old ones, the rains now also adds a feeling of depth both by perspective of the drops falling as well as the water-splashes showing the height of the blocks they hit!
Update 2017-05-31: Music & Effects Update
A few additions have now been added of the last few days. I have now included ambient music for both menu and different biomes/dungeons/city's. I also added a dynamic lens-flare effect to make the player flares a bit better looking as well ass some reflection effect in water areas to make it a bit more apparent that is water and not ground
Update 2017-05-21: Flares!
Since nighttime is a considerable part of the gametime I decided to make it a bit more playable by adding player flares. The player can now throw flares that light up the environment at the cost of risking attracting more enemies!
Update 2017-05-11: Updated Menu
The main game menu has now been updated to a final'ish version and is now better/cleaner organized as well as better looking ;)
BorderStrain 0.223 Changes
Update 2017-03-07: New Ceiling Blocks
Added some better support for different ceiling blocks, I now need to update the old ceiling blocks with different versions, my hope is that wthis will help making the roofs on buildings a bit more obvious!
Update 2017-03-05: Filling The World
So, after some pause during the christmas time I have been back to work but unfortunately been bad on doing blog-updates, will improve this!
Anyhow, a lot of work has been done. First and foremost I completely revised the code for making in-game GUI. This took quite some time but I now have a framework to quickly setup and reuse GUI elements.
Once this was done I tackled a big question regarding world content. Up until now all content is procedual generated. However, after a lot of pondering I have decided to have manual content for buildings/sites etc. This is simply due to the fact that I can produce much more quality work this way. Although the way sub-designs are put togheter may be procedual I feel this is the right decision.
In order to quickly be able to create content I put effort in making an in-game map-maker. This is now complete and it is now possible to create and save sub-areas which will be placed in game. Each map has a number of set parameters which decide when and where the area spawns in the game world.
Right now I will be expanding on game tiles/graphics and put these to use by designing different areas and start populating the world with different areas for the player to discover and explore!
Update 2016-10-31: Alpha Patch 0.222
I've put up a new video for alpha patch 0.222. This patch focuses mainly on some graphic improvements as well as some new gameplay elements
BorderStrain 0.222 Changes
Update 2016-10-09: Ladder Notifications
A fair bit of work has gone into adding ladder notifications. These popus shows when progress are made towards gaining different titles and were added to make the player get a bit more feedback on the actual progress they make towards new ladder titles!
Update 2016-09-21: Shadows & Ground
Continuing on with the ground and ambience looks I have added shadowmaps for bushes and trees as well as some "noise" overlay on the ground to improve the general looks. Overall it is a quite good improvement I would say!
Update 2016-08-23: Ground Texture & Better Ground
I'm hard at work making the game ground texture look better. So far I've added more sprite variation to ground tiles, colored lightning and gradients to foilage and working on cloud shadows moving across the ground. I think it might pan out quite nicely!
Update 2016-08-17: Greater & Mythical Creatures
So vacation is over and I'm back to adding content. I've added support for two difficulties of elite creatures "Greater" and "Mythical". These are rare but possesses a range of different abilities which makes them more of a challenge to fight!
Boss Creature Update
Update 2016-07-22: Alpha Patch 0.221
I've put up a new video for alpha patch 0.221. A fair amount has gone in since the last alpha patch and the major changes are listed below!
BorderStrain 0.221 Changes
Update 2016-06-19: Grounded!
Aaah to hell with it, I'm gonna use all the cheesy headlines I want! So, I've added a grand total of 25 new ground textures, these really helped in differentiating environments further and seems to have added a fair amount of variability to the game world. I have posted a few screenshots to the left to illustrate a few of the different locations generated in the game
Next I am very much considering adding a few more trees as with the current number they do limit the variability a bit so some more types would also help a lot
Ground Textures Updates
Update 2016-06-15: Updated Player Dynamics!
I have finished a large overhaul on the player dynamics and graphics, new sprites as well as 4 specific abilities which improved the gameplay quite a lot! The video is up and is available to the left
Player Dynamics Updates
Update 2016-05-20: Camera Dynamics
Although the addition of the physics engine helped make everything feel a bit more real and not so "light" I made some additional modifications today to add an even more dynamic feel to the game. This came in the form of camera dynamics. Two simple tricks gave a lot more dynamic feel to the game! The parts I added were:
Camera Dynamics Updates
Update 2016-05-15: Adding the Main Quest
The current work is going into adding the support for the games main quest. I've added menus to display the quest status as well as the first couple of initial quests. As I progress with the main quest I will have to add a few bits and pieces along the way
Each quest which belong to the main quest has a few different subquests which the player will have to finish before moving on
Ah, and the players trusted AI guides him along the mainquest!
Update 2016-05-01: Ambience Update #2
I'm m now with this iteration of the ambience update. A few more things have been added since the last ambience lightning update, this includes:
Update 2016-04-17: Ambient Lightning #1
I'm currently trying to improve ambient lightning effects to compensate for the lack of a skybox which comes due to the top-down perspective
I have a few points to add yet but here's whats been done so far
Ambient Lightning Updates
BorderStrain 0.220 Changes
World Generation Updates
Update 2016-02-19: Foilage Update Progress
Continuing on updating the foilage graphics, work is a bit slow but its improving at least, sort of...
I've added a small picture to show the stages i've iterated the graphics through so far, I'm nearly through all different tree textures
Update 2016-02-14: Graphics Update in Progress
I'm currently working in trying to improve the overall graphics in the game. I've posted a few screenshot under the screenshot sections. Right now I'm focusing on replacing a lot of the graphics assets as well as adding the FBO back for better lightning efffects
I will update on the progress as it advances
Update 2016-01-30: Foilage Motion #2
Further revised foilage collision
Update 2016-01-28: Foilage Motion
A small update on foilage motion. I now added so foilage (Trees/Bushed etc...) move when impacted by a projectile or by a creature.
My idea is to make the enivronment a bit more dynamic as well as providing a tell to players when a creature is approaching beneath the canopys
I will fine tune the graphics a bit more over the coming days, my idea is to have, for example, moving snowy trees release snowflakes and also have foilage moving in the wind. Lets see how it pans out...
BorderStrain 0.210 Changes
BorderStrain Melee Updates
BorderStrain 0.200 Changes
Update 2015-09-07: Pre-Alpha Patch 0.116
Released a trailer on the 0.116 pre-alpha patch, updates are as listed in last post plus some goodies! Please feel free to check the new trailer at the top of the page!
Update 2015-08-16: Work on version 0.116
Some exiting work going on for the next version, 0.116. I'm trying to add quite a bit of new content and mechanics here and it progressing nicely. Items in the form of Artifacts, a limited charge, slow recharge type items are being added. These items can be added to a seperate quickuse bar and provides some powerful passive and active effects. Graphics are generated for the items in a semi random manner to get a uniqe feeling of each. So far all the graphics, item generation and item recharge/use mechanisms are in place, I'm now working on adding all active effects and all should be ready
The GUI has gotten a major overhaul to be less obstructive and a more clear perspective, I've tried to keep a similar approach to dota/lol with items, abilities and info nicely divided, there is also two quick craft slots which can be used to craft items the player wants to have readily available
A new form of dungeon generation is also being added, so apart from caves, new structured dungeons are being added to explore. The basic layout generator has been completed and added to the game, further work will be on content in the dungeons as well as varying the dungeon for more random dungeons!
BorderStrain 0.116 Upcoming Changes
Update 2015-07-10: 0.115 New Major Update
So,some time since last post but I've been busting my ass trying to get a whole new projectile system into the game! All the artworks is finally in place togheter with a totaly revised code for projectiles in the game! Enjoy the list below and the fancy new trailer in top and logo!
BorderStrain 0.115 Changes
Update 2015-05-18: Long Weekend, lots of stuff!
Update 2015-05-10: 0.114 Major Update!!!
So, after some absence, mainly due to taking part of the diablo 3 season opening and some other unrelated stuff the next major update is here! Here are some of the main things that been added
BorderStrain 0.114 Changes
Update 2015-04-07: Turrets Update #2
Short update for today, so I have gotten my turret AI targeting checked, now Im working on actually making other creatures also attack turrets
Since the turrets are embedded in the map blocks they are not automatically targeted by creatures so I'm most likely gonna add a list of loaded turrets which is derived in the server when going through and updating loaded blocks. We'll se how it pans out!
Update 2015-04-06: Turrets Update
Easter holidays are over so its back to coding, sorry about the delay in updates, was away over the holidays ;)
The work on turrets are progressing, I have embedded turret data as part of the standard block structure and they can now be crafted and placed by the player with stats taken from whatever has been assigned to the turret slots
There are some minor thigns left on the drawing code for the turrets but it is mostly complete, the turret style is dependant on the parts it is constructed from so should be some nice variation to different turrets now
The turret stats have been implemented, the final thing todo now is to make it target and attack, I will be reusing code for the targeting AI for creatures so should be fairly strightforward to get the final pieces into place!
Update 2015-04-01: Working on turrets
So, right now I'm working on implementing turrets into the game. The basic loot components are already in along with some crafting page, the main thing remaining is the graphics and some coding. Meanwhile I'd like to give some info about turrets and the basic philsophy of how I would like them to work in the game
1) Crafted from standard items, including weapons. So players can craft custom weapons as is implemented and mount them on their turrets
2) Right now I'm leaning towards making turrets consume all included parts when placed, I would like them to be a quite powerful addition when defending spot locations so they have to be somewhat costly
3) The graphics for the turret will be based on the type of components used to construct them, this means the player can also get a hint of the turret capabilities by looking on the style of a turret on the map