Overall: It's a game...well sorta. All the controls are there, and combat even works (albeit very rudimentary). From here, it's just a matter of waiting for my art department to catch up and getting all the special moves in place. AI is very basic as well. I'm also still using a lot of elements from assets stores and the good guys over at BurgZerg arcade (check out their tutorial series; it's awesome), but a lot of the fundamentals implemented by these products will remain, with aesthetic changes to claim them with my own style.
Networking: It works! I can get any number of players in the game and prediction/interpolation is working great. At this point, any networking updates are simply a result of adding enhancement in another part of the engine. I've tested this internationally, locally, with virutal-LAN, and on LAN. Connections are smooth and sweet. Unity is fantastic at making networking easy.
GUI Graphics: I'm using an asset store pack for now. We have some concepts in mind, one for each of the characters. Cymbil would have a nature looking GUI, Roshor a rock-solid GUI, and Leon a metallic GUI.
Environment: Using the Jungle and Cartoon Nature pack for now. I'll probably use them as a basis to build on.
3D Modeling: Still doing concept art. The 'Chrono' model in the demo has the proper dimension, although the weight is all screwed up by the clothing (unity thing). After concept art is done, we'll build Cymbil.
That's it for now. Check in next week for more updates.
Category: Cymbil Spellcraft
Written by Super User