Scorched Metal is an Action RPG with a focus on destructible and interactive environments. The isometric view and simple interface sit atop a deep game full of items to collect, weapons to fire, NPCs to converse with and enemies to vanquish. NPCs will live their own lives independent of your movements and carry out day to day tasks while the deep story-line progresses. Combat is party based and real-time, but pause-able so commands can be issued to party members when things get hectic. The vision for Scorched Metal is a universe that feels limitless and alive, where every inch can be explored, beds moved, NPCs interacted with, furniture and walls destroyed in combat, ships flown (indeed!) and as much coolness as we can shoehorn in. To accommodate this rich world we are focusing on immersion and game play rather than looks and effects - I come from a gaming era where Countdown to doomsday and Megatraveller were the gold standard for sci-fi RPGs and Ultima set the bar for interactivity

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There has been a lot of fairly organised and regular development through October and November.

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There has been a lot of fairly organised and regular development through October and November and steady progress has been made on fixing and expanding the core game components. I now have a regular team of 3 testers, proper backlog management, sprints and even a Slack site for team organisation!

The changelog in brief (and not really in order)...

- Added drag and drop of windows
- New font
- Implemented weight checks when picking things up
- Fixed the player chat, it displays now but isn't set for scaling
- Added the game GUI, some basic buttons placed for testing
- Inventory screen info
- Item detail window added

New GIFs


- Converted project from javascript (Unityscript) to C#
- Implemented new character screen showing attributes and skills
- Very basic calculations for stats based off attributes
- Attributes affected by skills
- Some skills affected by some attributes
- Fixed up some sounds so they are 3D
- Updated damage indicator to uGUI and gave it a simple animation
- Threw out the old map and started a new one. All new installation!
- Added Engineering level

New GIFs


- Add a torch (dodgy as)
- Fixed for finding cover, finding targets, targeting team members
- Fixed restart on death
- Added a build version
- Replaced tooltip with uGUI version (pretty ugly but working)
- Party buttons populate with party members
- If you click on Invite and then click on NPCs, they will add to the party.
- Converted the container transfer UI to uGUI (completely rebuilt as a new window). Interacts nicely with the Inventory but they don't align with one another yet. Can be dragged into position.

New GIFs


- Added close buttons to Inventory and transfer window.
- Fixed target chasing code so it looks to see if NPC has caught sight of the target again (or found a new target). If so, attack again.
- Made party members follow the player. Party members will check carefully for trouble while moving around and respond as necessary. Needs refinement.
- Enabled Take All, Take Ammo and Take all non-junk buttons on the container screen
- Fixed weapon positions
- Added crouching when you hold down the CTRL key. For the uniform only at the moment

Here's me getting my ass handed to me when I went to grab a torch in engineering.

A bit of combat


An overview of the new engineering level (very early build)

Engineering

Couple of images showing a battle armour helmet on a shelf, and someone's desk.

Battle Helmet


Late Night Reading

Last one for today, having a quick chat with one of the NPCs.

Dialogue



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Vertelame
Vertelame - - 438 comments

should showhow the ia works <3

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