Avatar Compilation Beta Release

March 24, 2024 Crafting, Equipment, Release, Beta

I could finally release the new crafting system to the beta servers. Thanks to @Madrao for finding most game-breaking bugs so this release feels functional. If you followed the updates of the recent month, there is probably not much new. If not, I will iterate through the changes below. The character configurator compiles all your equipment into one avatar. # These avatars get stored in compilation booths in your cell. ...

New Talent Trees for all Weapons

March 17, 2024 Crafting, Equipment, Teaser, Concept, Talents

I can finally show you more progress for Raiding.Zone. I need to rework all talents for all weapons, armors, trinkets, and boots. Weapons and boots are more or less done. I think I can finish the armors and trinkets next week. The new talent trees are circular # Each weapon has 16 unique talents. You start to skill them from the center. The red circles are ultimate talents that grant you additional spells or auras. ...

Avatar Compilation GUI

February 25, 2024 Crafting, Equipment, Teaser, Concept

I planned to release something to the beta servers this week. However, I underestimated the effort needed to implement the new equipment system. Nevertheless, I can show you the avatar compilation interface. You select your equipment blueprints on the Loadout screen. # All items have a material cost associated. You can see the material cost at the bottom. You can also see all currently available spells there. The name for the new avatar gets prefilled through a name generator. ...

Crafting and Equipment Teaser

February 18, 2024 Crafting, Equipment, Teaser, Concept

I want to introduce you to a new crafting and equipment system. There are multiple reasons to overhaul the current one. The current equipment system is functional and customizable. It has some serious downsides. Passive effects are present in talents and essence combinations, which makes it hard to keep track of them. You cannot use different talents and essences on the same weapon. Essences allow you to easily overpower your character through stat-stacking. ...

Designing a Dynamic Equipment System in Unity.

November 18, 2023 Dynamic, Equipment, Shader, Masking, Unity, Design

We want to have exchangeable equipment on our character # The goal is to give our players various items to choose from. For this example, our players will choose a weapon, armor for protection, and boots. We want to visualize these choices on the character. The imagined system should enable quick equipment swaps. All items get rendered on a player avatar. All items are mesh models # Weapons are simple meshes. ...