Plan for L Foster
by Logan Foster · 07/27/2005 (8:56 am) · 3 comments
Work continues at an incredible rate on Realm Wars 2 as the team continues to build, tweak and optimize both code and art as we prepare for the first beta build of our Milestone 1 targets on August 20th. This build is being exclusively done for the LoreCon convention that will be taking place on August 20th at Dave & Busters in Philedephia, so the only way that you will get access to the new Realm Wars 2 build is to be a part of this great one day show.
So what exactly has changed since my last update?
- Shield Collision accuracy. Markus spent a lot of time getting everything synched up between the client and server connections (since they are 32ms out of sync) so that the collision hit spots are highly accurate and visually (since the collision locations are used to fire off some spark or blood particles depending on what you hit).
- Tweaked mission and new DIFs. I have continued work on tweaking the test mission, optimizing the terrain and creating new terrain textures so that everything flows right as our proxy art is replaced with the actual final DIF files that we will be using. New DIFs and textures for them are being developed daily by Adrian, Tim and myself.


- New Axe. Fluffy has a shiny new axe that I like to call "lil' skull smash'r"

- Joel Steudler recently got in contact with me and donated 3 new music files for us to use. This new music is pretty awesome and once again Joel has done some amazing work. BTW: If you need some audio for your game, Joel has begun to sell audio packs for a great rate.
- I ended up doing some minor tweaks to the hand to hand animations once again (seems like I am always tweaking these things to get them feeling just right) as well as changes to the motion trails that the game uses so that they feel more natural.
Thats all that I can publicly share with you guys fore now about Realm Wars. Also as always if you are looking for a more current up to date progress about what is happening with Realm Wars please remember to visit our official game web site.
So what exactly has changed since my last update?
- Shield Collision accuracy. Markus spent a lot of time getting everything synched up between the client and server connections (since they are 32ms out of sync) so that the collision hit spots are highly accurate and visually (since the collision locations are used to fire off some spark or blood particles depending on what you hit).
- Tweaked mission and new DIFs. I have continued work on tweaking the test mission, optimizing the terrain and creating new terrain textures so that everything flows right as our proxy art is replaced with the actual final DIF files that we will be using. New DIFs and textures for them are being developed daily by Adrian, Tim and myself.


- New Axe. Fluffy has a shiny new axe that I like to call "lil' skull smash'r"

- Joel Steudler recently got in contact with me and donated 3 new music files for us to use. This new music is pretty awesome and once again Joel has done some amazing work. BTW: If you need some audio for your game, Joel has begun to sell audio packs for a great rate.
- I ended up doing some minor tweaks to the hand to hand animations once again (seems like I am always tweaking these things to get them feeling just right) as well as changes to the motion trails that the game uses so that they feel more natural.
Thats all that I can publicly share with you guys fore now about Realm Wars. Also as always if you are looking for a more current up to date progress about what is happening with Realm Wars please remember to visit our official game web site.
About the author
Employee David Montgomery-Blake
David MontgomeryBlake