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Hardland Release 9 is available now!

SANDBOXES INSTEAD OF SANDBOX

We have added support for multiple locations and split the one large sandbox into multiple smaller sandboxes connected by portals. There are handmade locations that remain constant across sessions and there are generated locations which vary from game to game. This represents a significant change in Hardland and enables the following:

1. Sets a strong foundation where it is easy for us to add new content.
2. Gives us a good way to place more complex quests and interesting characters into the game.
3. Enables us to move forward on multiple fronts at the same time: handmade locations, generated locations, and the sandbox game mechanics.
4. Removes generated locations from being a development and performance bottleneck as they no longer have to singlehandedly form the backbone of the game.

This does come at the cost of having the game world be spatially less dynamic, but that downside is offset by the upsides listed above.

NEW FEATURES

  • Procedurally generated dungeons It's only only two floors deep at the moment. The goal is to extend the system so it can generate arbitrary amount of floors and there will be several sets of dungeons.
  • We improved the overall game flow - Earlier this year I built a simple RPG Maker prototype of the important characters, major quests and key locations. We transferred the first batch of the level layouts into the actual game. Here are some comparison shots: Hires: http://i.imgur.com/xBrA2JJ.png Hires: http://i.imgur.com/eYOauiS.png Hires: http://i.imgur.com/r5xr4Ma.png Hires: http://i.imgur.com/iHsEVCZ.png Hires: http://i.imgur.com/ChDa3qq.png Hires: http://i.imgur.com/FAVTdJx.png - We're now continuing to fill in the handmade areas with the proper characters, dialogue and quests. - Here's the current plan which reflects the RPG Maker prototype for the Western Province areas: ("Tomb" and "Mines" are going to be random generated dungeon areas)
  • Added hand made locations - Cobold Cave - Old Path - Way To Fortuna - Town of Fortuna - Adventurers' Guild We use Blender to assemble the scenes and Sampo wrote a Blender script which export the levels into the game. We could share the script if there's interested modders who want to try building their own levels.
  • Rearranged random world Each random generated island will be made with a specific biome as the focal point. The one we've included in Release 9 is the forest island. In the future we'll add snow area, desert area etc.
  • Improved UI and dialogue screen Conversation trees are next on the task list.
  • Improved AI NPC's have a simple sight system that they can use to get around nearby obstacles.
  • New objects Trees, crates, rocks etc.
  • Improved performance We continue to throw in more stuff but it should run better than before.
  • Water damage Water causes damage to player if submerged.
  • Lots of small tweaks
  • Particle physics It makes the world feel more believable and makes the particles blend in better with the physical objects.

We should be able to deliver the next update quite fast because making new areas is so much easier now!

Best Regards,
Timo