Archive for the ‘Legends Untold’ Category

Devblog Update #29: You can speak!

It has been a whirlwind two weeks, and I have gotten some things done! After a few design iterations, I present to you our first NPC (I’m not counting Commander Vileth from when we were in Unity, as his design wasn’t finalized): Name: Jairia. Female Dragon, and a fellow Voyager trainee. She was born and […]

Devblog Update #28: Animation, Animation, Animation…

Yes, Devblog 28. I have switched from doing a point system to just incrementally counting up. It just feels like with a point system there should be something big at each .0 release, which isn’t necessarily the case. So, to avoid having to write update #2.9999 I’m just writing update #28.   I’ve added all […]

Devblog Update 2.9: Land and Air!

In these past two weeks I’ve been able to put a basic transition system in place, where the player can fly around, land, walk/run around, and take-off into the air again. I’m super excited, because this is a feature I wasn’t able to implement very well back when we were using Unity. In Unreal Engine […]

Devblog Update 2.8: Content!

Well, these last two weeks we’ve been making some content! Now that we have a clearer gameplay direction, and a stronger art direction, we’re able to move that way. Jasper (The player character) now has a few animations. Plugging them into the flight system in the game engine makes the game suddenly feel so much […]

Devblog Update 2.7: Direction!

As promised, this week we’ll go a bit more into the change of direction for the project. The big picture idea is to make a four-game series centred around the character of Jasper Vice, a young gryphon. The series follows his story from when he first goes through the tests to become a Voyager, all […]

Devblog Update 2.6: Style consistency

(Wow… if you’re wondering where post 2.5 went, it’s lost in the vast emptiness of the web. I accidentally edited it instead of duplicating it to make this new post. Yikes. Won’t make that mistake again…) Well, even though the grass and trees from last devblog looked amazing, they weren’t really very consistent with the […]

Devblog Update 2.4: Unreal development

Two weeks into actual production with Unreal Engine, and things are progressing well. I am happy with our decision to switch from Unity, even though it means a little more production time as we re-make systems from scratch in C++.   The first thing I wanted to test out was getting a basic flight system […]

Devblog Update 2.3: Slight change in plans

So the refactor of the code went well, and the wearables system was implemented smoothly! It was great fun to be able to change the look and feel of your character. With some of the different looks we were trying to get in-game we were running into some bugs in Unity (The game engine we’ve […]

Devblog Update 2.2: Moving Forward

Code refactoring is almost done! Should finish it in the next few days. It’s still not as clean as it could be, but it’s much better. The “Trials” system is the last one to get refactored. After a lot of thinking, this is the code architecture we’ve come up with: There’s a few things missing […]

Devblog Update 2.1: Evaluation

Well, we’ve had a few weeks to process feedback from both external testers, and our own internal discussions. There’s been a lot of really good ideas regarding which direction to take the game from here. A key question we’ve been going over is if this game is a Racing RPG primarily, or an RPG with […]