Archive for the ‘Korax’ Heritage’ Category

Spriting month!!

Friday, April 9th, 2010

Hi there! It’s been a long time since we have posted a blog entry, so I decided I would give you a small progress update of our work on the project.

I’ve been busy working on the conversion of our sprite sheets to normal sprites usable for various objects in-game, like enemies, player weapons, decorations, etc. It’s been a bit slow and tedious work, but it will give us a huge boost on the work we’ll be able to do code wise, it will allow us to implement new enemies using DECORATE and VavoomC to provide interesting new attacks for enemies and nice looking new weapons for all the player classes in our RPG project. The latest additions for DECORATE in Vavoom will make it easier to work with adding new weapons and for fixing the existing ones.

It might take another month (or longer) to convert the spritesheets to normal enemies, I hope to make it faster… I’m looking for a way to automatize part of the task to make it faster. Unfortunately I’m having some hardware issues on my end and I’m unable to work on this as I would like :( .

Ramborc and Sahadia have been busy working on the story and locations for the RPG, the progress has been good on this part too and we already have planned most of the locations the players will visit throughout the game. Ramborc has also been importing new textures for giving life to these locations and make them look good in-game.

Crimson Wizard has been working on additions for AI for both Korax Arena’s bots and enemies in our RPG MOD, which will enhance the game in the RPG MOD and allow us to implement further gameplay modes on KA.

This is the work we are doing as of now, as

Community Rollups

Wednesday, June 10th, 2009

We have just finished adding new stuff to the website for our community, our main concern was to inform you all about progress we have on our project and allow you to share stuff with us and other community members, we have been thinking on ways of doing this easily for everyone :-) .

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Official Korax’ Heritage video channel

Friday, January 16th, 2009

We have opened the official Korax’ Heritage video channel on YouTube, thanks to Sahadia, who will be managing it, we’ll be able to post more than screenshots of the new features we implement in our projects.

Sahadia has re-encoded and uploaded the first video to the channel, it’s a gameplay video of Korax Arena v1.0, recently recorded by Ramborc, the background music was written by 4th Class, it’s named ‘Ego’.

We hope to bring you new videos from features of all of our projects in the future, stay tuned to the blog, since it will be here where we’ll post about these videos, in the future, we’ll add links to the video channel on the screenshots sections of our projects too, we hope you like this new way of giving you updates, as always, you can comment about it and new suggestions you have on our forums.

YouTube Preview Image

On the next blog entry I make, I’ll take some time to talk about the progress we are getting on KRPG development, see you again soon!

A (perhaps not so) Silent Hill :)

Thursday, October 9th, 2008

Although I do not position myself as an usual mapper inside Korax Team, sometimes I become inspired to design a piece or two (an inspiration should be strong enouph for me to overcome my eternal lazyness, hehe). This time I was impressed by latest RambOrc’s Big City version and decided to make something so nice and pretty-looking. Thus came the idea of a town-on-the-hill.
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KMod3 again…

Monday, September 15th, 2008

Seem as Firebrand has started to use the blog once more and informed you all of the progress on Korax RPG, I feel that perhaps I should too, but with something far more imminent, KMod3.

The public beta was released around 4 years ago, and most fans around back then have probably moved on or passed away for all I know. Due to several real life issues I’ve never actually managed to finish the blasted thing off, but I’m back once more to give it a shot. With the intent of releasing a new beta soon, and a final release shortly after. And that should be it for KMod, I’ll move on to help the others with KA and KRPG so we can get them released sometime before the end of the world.

For now I’ll just tease you a little with some of the new features added since the last beta.

Firstly a few minor things, mainly graphical, pretty things. That while nice aren’t going to change the way you play, the HUD has been updated to show more information in a nicer cleaner format, as well as the addition of contextual help screens, that show information relevant to your current class.

I’ve spent some time adding to the character creation menus, especially the setting of your initial stats. You now have full control over how your character starts, this should hopefully allow you to set your character up for your playing style, and also add greater replay value to the mod (Fancy playing as a Fighter with all attributes set to 1 for an added chalenge).

The Spell system has been greatly modified, rather than having each spell binded to an individual button, you have one active spell at a time which is cast via the aptly named “spell button”. I’ve found it makes casting spells much easier and more useful while mid battle.

I shall bring you more updates next week and perhaps even a date for that beta release.

Korax RPG: Advanced Spell / Spell Casting System

Monday, September 15th, 2008

I’ve been working during my vacations on KRPG experience system, the basic system is now done, when you kill monsters you now get experience, you can upgrade your character via de upgrading screen, you also receive spells as you level up being a cleric or mage, the remaining part is to make an actual spell casting system, Crimson Wizard started by creating spell instances, so the map can be told when spells are casted and updates itself if necessary, he also created actor conditions, so we can now affect actors when they are poisoned, confused, etc. by spells, the next step is to create items that are spells to the game, this way, it’ll be easier to make them be recognized as spells by the status bar and the spell book, which will be started once I finish with the spell system, hopefully it won’t be THAT complicated, I already have some ideas regarding this :) , so I’m preparing the way for all of it.

Stay tuned, I might post some actual screens of spells once I get everything working as expected, it should take a couple of weeks for me to test it all properly. If you are more interested in how something might work, I would suggest you to post on the forums, since it’s the best place we might take some attention, heh! ;)

Korax RPG: Step by step

Tuesday, November 13th, 2007

The first internal build is nearly done; too pity I cannot show it to common users (a developers’ secret, heh), but at least I am not prohibited to speak a little about what I have already achieved.
As I already mentioned earlier , monster AI is of high importance for our new game. At current point I will state following:
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Korax RPG: The New Beginning

Wednesday, August 15th, 2007

The 14 august 2007 was the historical day for Korax Heritage project. :) Latest Vavoom progs were uploaded to our SVN repository on sourceforge.net, thus updating long-time-ago created KoraxRPG project. From now on KoraxRPG (Vavoom powered) will be coded and designed until final 1.0 release, and, hopefully, futher.
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New site content

Monday, July 9th, 2007

Well, right now the team is discussing what to do with the site, since it’s a bit old and outdated with certain things, we would like to know what you, the fans, would like to see in a new version of our website.

What do you think we could add? we would like to hear your voice, since the site is oriented on giving you information about our projects, we know what information we want to give about them, but we need to ask you how you would like to receive it? do you think these dev blogs are good? you think we should remove something you don’t like? or just revamp the site’s design, keeping the amount of information like it is now?

We are giving you the chance to voice your opinions on this, so it’s your chance to adapt the site to what you would like seeing, that’s it for now, take care everyone!

New AI, what’s better?

Tuesday, February 27th, 2007

Strange title for this entry, huh?

Well, that’s what we are looking for Korax Arena, since the last beta release, Crimson Wizard and me had been discussing about the bots and their much needed AI enhancements, I’ve been researching for ways to improve certain aspects of the bots AI and it seems this whole things can be extended greatly for other projects, like the RPG project, so you can expect new enemy AI for our projects besides new AI for bots in the next release, I’ve got some ideas, and Crimson Wizard is also working on this, so by combining these efforts we’ll be able to extend something to enemies and make some tests on our findings, we are focusing for now, in making bots to look for paths to reach things and enemies in a more realistic way, once this is done, we’ll be able to apply all this for other bot reactions, like strafing missiles, jumping for reaching something, etc.

Imagine if we could make enemies that jump to reach for the player in our RPG, or enemies who instead of attacking alone, get a group of other enemies and attack the player, or enemies who won’t attack if another one is in front of them, things like this can increase the challenge of the game for the player in a great way :) . That’s it for now, see ya all again soon!