Now that I can save and load, it's much easier to test and develop campaign features, such as the tutorial plot. One new feature in that vein is the ability to name your company, and to rename your base when you claim it.
I think naming a thing has a powerful psychological effect on a player, that it creates a bond with that thing. I want to give players opportunities to name and customize without overwhelming them or stumping them. That's why I have the name suggestions there too, so that if you're feeling lazy you can click through. The name gen algorithm, uh, could still use some work.
Next, I'm pretty proud to say that I've integrated FMOD into Legacy. This is non-trivial since FMOD doesn't come with Java bindings and I've had to craft my own. It's up and running with 3D positional audio. I haven't finished wrapping the entire FMOD api, but already we've got the major win, which is that we can use FMOD Studio to do all our sound design. And by "we" I mean "Candy." :-)
It does all the sounds!
So, next? Campaign usability and streamlining. I want to get to a state where the player a) understands the current state of the game and b) understands how to move forward. Once there's a playable campaign in place, however basic, we can start playtesting. I know I keep saying that. Heh.



No comments:
Post a Comment