Abydos Online News #3 Radial Menus
Radial menus are currently being worked on in the Abydos Online prototype. What makes radial menus exciting is the ease to adapt after players behaviors. For example, looking at the screen shot below, when a player clicks on an object, a circle of buttons appears around it. These buttons define what interactions a player can do with the object, in this case the player has the choice of "pick up", "examine" and "destroy" the mushroom. Each action can be logged in a way that the system learns the probability of actions from a player to a certain type of objects. Using this information, the user interface can re-arrange the most used actions first and then hide or put the uncommon interactions in a sub menu.
Abydos Orbs weekly update #13
Less progress with coding and music composition this week but such are expected every now and then. The art department took the lead as all versions of our story map art are finished and the first five location art are also completed and they all look great. Kawan our novella writer is working on the rest of his version of the story.
19. May. 2013.
Abydos Online News #2 - Screen Shots
Here are some screen shots from the prototype we are building in Unity. Almost all graphics have now been imported into Unity and work will continue to add some actual game play.
12. May. 2013.
Abydos Orbs weekly update #12
Kawan our novella writer submitted the first three chapters of his works. Excellent read so far so looking forward to the rest of his progress.
Fredrick our artist has submitted the final version of the ingame story mode map art and the individual map elements. He now works on the version of the map art which is for our epilogue and already submitted the first proposal, already looks great and we are very satisfied with his work.
Martin our coder had no internet access during the most of the week so not as much progress as expected but near the weekend submitted the next build which includes all the spells and is working on the next version ever since. We had some unexpected issues with the spells because how they influence eachother's behaviour but once reported it Martin corrected the behaviour soon. As always this proved yet again that playtesting is king and during design not every scenario is thought of.
Laszlo started gathering sound effect assets and continued his project management work which includes recruiting and also finished revising the ingame story content.
A new freelance artist also works for us to complete some ingame art assets and already submitted two of them and the rest is to be completed in the following weeks. His art is great and looking forward to his progress as well.
12. May. 2013.
Abydos Orbs weekly update #11
A little less progress this week. Laszlo has finished the ingame story of the game and continued his recruiting and project management efforts. While Chad continued his music composition work and submitted a revision this week.
Fredrick, one of our artists has completed the majority of the story mode map art (the first version) and all of the separate map elements. Beautiful work and are looking forward to the second version of the map art, which is an altered version of the original art and represents a later stage of the game's story.
We've also handled our first ever minigame bug, which was discovered by Laszlo while testing the latest build and was corrected by our coder, Martin, within a few hours, once it came to his attention by email. Hopefully all future bugs will be discovered and corrected this quick as well, if there will be any.
Our open beta is nearing and how soon it actually begins depends on our coding progress and after that the mission scripting. The first stage of our beta will focus on mission flow, game mechanics, game functions and gameplay in general.
05. May. 2013.