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

Report RSS Still kicking - new build coming soon

Alpha Rising is still being developed, though slowly.

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I may not have updated for a while, but Alpha Rising is still an ongoing project. I got sidetracked working on other prototypes and having my first short story published, but lately the pace has increased. I mean, just check out the changes since the last version!

  • Changing to a party member now takes control of that party member
  • Upgrade to Unity 2019
  • Editor functions expanded to speed development of scenes
    • Clicking to equip an avatar from the inventory items now works properly, including showing equipped armour/helmet/head in editor. Todo weapons/equipment
    • Menu function to apply the above to all selected avatars
    • Menu function to bulk rename avatar gameobjects to match their in-game name
    • Added an editor extension that allows for NPC schedules to be generated
  • Added editor extensions to show avatar head, armour and helmet while building
  • Added shopkeeper and some dialogue
  • Fixed scripts to pickup, drop equipped weapon and drag
  • Prototype dialogue implemented for a single character on the ship
  • Fixed dead avatars coming back to life when loading if game is paused
  • Finished code for mouse wheel scrolling inside container/avatar inventory windows
  • Changed to 'dual stick' style movement with strafing
  • Enabled move and shoot
  • Added GenerateSchedule function
  • Line of sight for an NPC is now in a forward 120 degree arc
  • NPCs will be alerted if someone is outside of the arc but get too close- Bug fixes and improvements-
  • Esc key with no windows open, opens the main menu
  • Main menu with options for Save, Load and Exit
  • Stop moving when using something
  • Stop NPCs from continually trying to access a waypoint behind a locked door
  • When loading, remove mesh collider on doors if they are in open state
  • Removed buttons from the lift in the ship and created a new solution that shows a button panel when you walk into the lift
  • Remove code that stops player while moving with keys if they get near things
  • Made window title bars higher
  • Clicking a window brings it to front
  • Added mesh colliders to doors and stopped player from moving if they are facing a closed door. This
  • seems to stop player from being able to push through
  • Tablets scroll properly
  • Cleaned up all levels, mostly lighting
  • Added line of sight
  • Bug fixes
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