The last 6 weeks or so have been very busy for darkwind. We have recruited several 3D modellers: Alan is working on character models and animation for the special ‘themed’ NPC gangs; Paul is working on the player character models; Nehal is customising our vehicles by adding big homemade bumpers, rams and spikes, weapons and turrets etc. Thanks guys! I have been working on ‘aging’ the vehicle textures (it’s pretty damn rough on paintwork after the apocalypse, didn’t you know?) and have also re-worked the website. OK, you might have noticed that! Everything has been moved onto our new Linux server, which involved the re-writing of ASP code, etc. But it should be worth it in the long run..
A database of critical hits and injuries is also being compiled. This includes stamina and bleeding, stunning and concussions, broken bones, twisted ankles, ripped tendons, burning, punctures, explosions.. Many of these injuries will take several weeks (real-time) for a character to fully recover from, if at all. Anyone who has played my Amiga game ‘Critical Hit’ from 1995 will know what that’s all about. Nothing sucks quite as badly as an RPG with a simplistic combat system… ‘KewlD00d hits the squirrel for 5 points’ … yeurrch! … the scary thing is, this accounts for nearly all RPGs currently on offer.
We’re hoping to open up for phase 1 alpha testing in the next 8 weeks or so. This is probably wildly over-optimistic.
[This is an historical blog post which used to live on my Darkwind website]