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.
Model is completely done, but no textures are made currently.
Next weapon is a Dagger for vampire stealth class character.
This weapon will be fast and deadly, also It'll feature backstab ability.
Another weapon is thrownable bottle of Holy Silver Liquid.
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.
Texture is temporary, It'll look much much better with new nice texture.
Blood Bag - Vampire health pickup.
Texture is not final.
In game screenshot.
Rib Eye Steak - Werewolf health pickup.
Texture is not final.
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.
Bat render:
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!
Textures are not final, but good enough. The candles will be an alternative source of light in maps.
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.
This section connects catacombs to werewolf spawn place/cave.
rtc_trade: Map overview
Both maps will feature HDR.
Lanterns in map are breakable. Torches are extinguishable. Some visual effects are dynamic in map. (one round it will be there, one not, etc...)
The bell tower is now smaller and more important structure.
The tower is now accessible, Five floors and sixth is rooftop floor.
Vampire spawn place from one side.
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.