Dev Diary 41
- Lighting the world: lightmaps
- Props, torches and moving textures
- Reading the original archives
- Sounds and music
- Textures and materials, built on the fly
- Art from your own install
- Into the water
- Climbing
- Moving like the original
- Magic, fixed
- Things that fly
- Stances by weapon type
- Leaving a mark
- Loading...
- The buy menu
- Behind the scenes: data-driven everything
- Every class, every weapon, animated
- More actions
- Options worth having
- UI cleanup, and a new take on ammo
- Every class armed
- Old bones: animation, scale and field of view
- The scimitar and the four-slot loadout
- The staff in your hands
- A map, and aim you can trust
- Reading the original data
- First person, third person
- First magic: the Druid's staff
- The gallery, and everything else
- Writing it all down
- The original main menu
- Spectating, deaths and feet on the floor
- Choose your fighter, or just watch
- Faster iteration: skipping the domain reload
- Fixing the walk cycle
- Walk, crouch and sprint
- A proper character select
- Better character animations
- Characters you can play
- Fixing material motion vectors
- Bringing in the cast