Kot-in-Action Creative Artel

ToM alpha #10 screencast and CryEngine 3 is freaking beautiful :)

New feature came to Tomes of Mephistopheles alpha #10:

And while I was on 3dtotal.com, I spotted this beautiful tech demo of CryEngine 3 powered Crysis 3. Having 100+ artists on board makes the difference ;)

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New Tomes of Mephistopheles alpha is out!

At last, all that goodness you saw on the recent screenshots is now available for hands-on experience :) The all new alpha build is out for e-Shoppe and Desura users. We hope you will enjoy the game and make a ton of good YouTube videos, "let's play" style ;)

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Tomes of Mephistopheles got a new GUI and new textures!

It's been a while since our last post. We have been working on several things, dealing with some technical issues, etc. Nevertheless we have 3 new things coming. Those are new GUI (menu for now; HUD will be coming soon), spellbook with ability to create unique spells, and completely new textures of the dungeon. Today I am revealing the new GUI and new look of the dungeon:

main menu

main menu

main menu

main menu

main menu

The rest of the updates will follow soon. Once all that stuff is ready to go, we will release the patch!

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Tomes of Mephistopheles 0.08a Patch Notes and Screenshots

The patch 0.08a is already out!The next patch should be available any day now. We're currently in the testing and packing phase, so while you wait take a look at the change log and have a peek at some screen shots of the new GUI. A short summary of changes includes saved characters, and a new GUI including an inventory, spell book, and quick bars.

Change Log:

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05/07/12
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Player:
+ characters can now be created (and named)
+ characters save at one minute intervals and upon client disconnect. this includes current and max health and mana, inventory, and quick bar slots. (spell books are currently static but there is saving capability for the future when more/custom spells are available and/or when they must be earned.)
+ any character may be loaded into a single player or multi player world and will still save in multi player (later changes will include the ability to set servers to only allow characters that are created on that server. these characters will be saved to that server.)
+ maximum health and mana are currently 400 each (new characters start with 100)

GUI:
+ added a status window which currently displays character's inventory and spell book. these modes are toggled by clicking buttons on a small tool bar at the top of the window.
+ the status window can be toggled to the left or right of the screen by clicking a small button in the upper right corner of the window
+ added a quick bar
+ each quick bar slot displays the first key assigned to activate it
+ holding the reticle over an item in the world or holding the mouse cursor over an inventory item, a spell in the spell book, or a quick bar slot will display information and a description for that item or spell
+ items and spells can be assigned to the quick bar by dragging the icon to the desired quick bar slot
+ quick bar slots can be unassigned by dragging icons off of the quick bar
+ items and quick bar slots can be arranged by dragging the icons to new slots
+ inventory items are stackable, and can be split or combined by dragging to new slots or over other stacks of the same type of item
+ the inventory displays stack amounts (per stack) and the quick bar displays total items of that type from the entire inventory
+ items can be used by left clicking in the inventory or pressing an assigned quick bar key
+ spells can be selected by left clicking in the spell book or pressing an assigned quick bar key
+ items can be dropped to the world by dragging from the inventory to the world
+ quick bar slots are maintained when running out of an item so that the item does not have to be re-assigned later when more are obtained
+ icon dragging can be canceled with the right mouse button
+ changed the map background to be darker to give it more contrast

Controls:
+ keys 0-9 now activate quick bar slots by default
+ tab toggles the character status window by default
+ a cursor is active while the status window is displayed
+ holding right mouse while the status window is displayed will allow mouse look

Menu:
+ upon starting a game players are prompted to select or create a character before being prompted to select a dungeon

Bug Fixes:
+ fixed a bug that was causing jumping AI to become unresponsive
+ fixed a bug that was causing an error to print when AI perform a certain combination of attacks

World Item Info

Quick Bar Slot Info

Positionable Status Window

Splitting a Stack

Assigning a Spell to a Quick Bar Slot

Spell Info

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Character Saving, Inventory, Spell Book, and Quick Bar In Progress

Just a quick update on what's currently in progress:

Mouse Driven Inventory:
It will start with 25 slots, and items will be stackable. For those who like to keep things organized, you will be able to arrange items any way you like.

Spell Book:
Simply a list of spells you have available so that you can place them on the quick bar.

Quick Bar:
Items and spells can be placed on the quick bar and activated on the fly with keys 0-9, or any other key you've rebound them to. Using up an inventory item will not remove the shortcut from the quick bar, as it will assume you would like to keep the shortcut for when you pick up more of the same item later.

Character Saving/Loading:
Before choosing, generating, or joining a world, you will be able to create a character or choose an existing one from a list to be loaded upon entering a world. Single player characters and multi-player characters are currently the same, so you can play offline, then join a server later with that same character, retaining the inventory, skills, health, and mana, and saving upon leaving the world.

This update may take time as there are many things involved that all must be implemented at the same time, but I will keep you updated with screenshots of the GUI as development progresses.

And of course, bug fixes are happening as well.

Here is a screenshot of the current progress, note that the inventory will be positionable, but for now it will just use console commands.

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