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Here it is - the long waited update. It's been 4 months already since last update. Those months weren't very productive, however much was still done.
So, let's begin with weapons.
Taurus Raging Bull .454 Casull Revolver - It's a render of new weapon made. It has real firepower, but only 5 rounds in cylinder.
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Model is completely done, but no textures are made currently.
Next weapon is a Dagger for vampire stealth class character.
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This weapon will be fast and deadly, also It'll feature backstab ability.
Another weapon is thrownable bottle of Holy Silver Liquid.
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Silver is against werewolves and holyness against vampires. This liquid will weaken those beasts.
That's all about weapons for now.
Next thing is items: health pickups.
First Aid Kit - Human health pickup.
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Texture is temporary, It'll look much much better with new nice texture.
Blood Bag - Vampire health pickup.
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Texture is not final.
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In game screenshot.
Rib Eye Steak - Werewolf health pickup.
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Texture is not final.
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In game screenshot.
All health pickups are coded into game and working fine.
Next thing will be powers.
„Holy talk“ - Human, the Father character ability 90% done. (visual effect and 3rd person animations are not done yet.)
„Bat polymorph“ - Vampire, 1st class character ability 100% done.
„Howl“ - Werewolf, 1st class character ability 95% done. (minor visual effect is not done.)
Other powers will not be revealed for now.
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Bat render:
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In-game it looks better.
See „Return to Church Mod - Vampire 1st class gameplay“ video for Bat in-game.
Let's move to Map props: Candles!
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Textures are not final, but good enough. The candles will be an alternative source of light in maps.
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In game screenshot.
See „Return to Church Mod - Human gameplay, Map Environment“ video to see candle fire particle effects.
More map props are currently being developed.
Vampire and werewolf „vision“/scent/sight were improved, faster shader effects, players are blinking while in „scent“/sight mode (this effect will probably be changed into better one) . Additionally werewolves with help of scent will be able to track other players.
See „Return to Church Mod - Werewolf 1st class gameplay“ video for new werewolf sight/„scent“ effects.
I started using particle systems in RTC.
So far Particle effects: for powers, whole feeding system, torch and candle fires... were done.
See „Return to Church Mod - Human gameplay, Map Environment“ video to see torch and candle fire particle effects.
See „Return to Church Mod - Vampire 1st class gameplay“ video to see vampire feeding, bat polymorphing particle effects.
See „Return to Church Mod - Werewolf 1st class gameplay“ video to see werewolf feeding particle effects.
Sound effects: so far RTC has 84 custom sounds, but only 1/4th of all sounds were covered.
Mapping: rtc_trade is 85% done, rtc_catacombs is 75% done.
Here are some new screenshots of maps:
rtc_catacombs new section of map.
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This section connects catacombs to werewolf spawn place/cave.
rtc_trade: Map overview
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Both maps will feature HDR.
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Lanterns in map are breakable. Torches are extinguishable. Some visual effects are dynamic in map. (one round it will be there, one not, etc...)
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The bell tower is now smaller and more important structure.
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The tower is now accessible, Five floors and sixth is rooftop floor.
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Vampire spawn place from one side.
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Vampire spawn place from another side.
Programming: Lots of programming was done, however it's not worth to mention those things.
Videos:
„Return to Church Mod - Vampire 1st class gameplay“
„Return to Church Mod - Werewolf 1st class gameplay“
„Return to Church Mod - Human gameplay, Map Environment“
Return to Church mod official steamgroup was created
http://steamcommunity.com/groups/ReturnToChurch
This group is public. Feel free to join us now!
Edited by Elitic, 09 May 2010 - 15:13.