Planned Terrain for the Demo is complete, barring several hunting/questing only areas which will be added as we see
a need.
Work has begun in populating the Region (Known as Dandridge) with towns/villages and the Major City of the Region (also known as Dandridge) with decor and NPC's. Aside from serving as the demo, the Dandridge region will be one
of the starting regions of the finished game. The region is quite large, stretching approx. 5000 meters from Fort Brigg in the North, to the WestFall marsh (and the coast) in the South, and approx. 3000 to 4000 meters from the shore to the innermost areas of the peninsula. (Not to confuse anyone, for the purposes of AoH, a "Region" is a group of areas, not unlike a State being a group of counties etc)
The Demo will have the 3 main classes of the game, Fighter, Priest, and Magic User. Each of these main
classes must follow one of many branches, HOWEVER for the demo we will include ONLY 1 branch of each.
For the fighter class, the Warrior branch will be involved, and since the warrior class is the one we're currently using
for testing, we've begun our construction at Fort Brigg, which will serve as the training grounds for the Fighter class
for the demo(and also the starting town for the Warrior)
We've implemented both buildings with open interiors, and those with closed interiors.
Implemented animated and teleporting doors.
Implemented standard fixed path system (per area)
Implemented custom fixed path system (per region) which allows npc and auto travel anywhere in the region.
AutoTravel is not "Fast" travel, it allows a player or npc who has directions(a static or player designed path) to
automatically follow that path to its completion, assuming they are not waylaid on the way.
Implemented CaveIn's in mines/caves.
Implemented Mining (had to, you have to dig your way out of caveins..)
Implemented Plantable/harvestable crops with animated growth cycle.
Implemented inventory and stock visualization for tables/shelves which have been flagged as containers.
These will display a limited amount of items they have in their inventory, based on what they have the most of,
and will do so randomly.(player owned shelves etc can be forced to display whatever the player wishes).
Implemented fishing(had to cause... well you just have to implement fishing right?)
Implemented the Random Dungeon system, which now transports you back to the area you entered it from.
(Unless you exit to another area via teleport or an alternate exit)
CaveIns also have a small chance of triggering a cave/mine/dungeon to randomly add to And/OR alter the tunnel system entirely.
Implemented flying for dragons/ levitate for humans who wish they could fly...
Implemented first phase of the random quest system (Adventure system). Npcs have access to info regarding every area within a region and can generate you a quest using any type of quest or npc, for anywhere in the region whether it be collecting molded bones from skeletons or mining ore, or finding that precious chest they lost somewhere, or even capturing npcs who have a bounty on their heads.
That's alot of updating... and it seems enough for now!
Here are a few screenshots of the Region:









Its hard to show everything included in the updates, but I'll be putting together some videos in the next week or so, as well as getting the website back online.
Thanks