Progress update

The last couple of weeks, i’ve started working on some basic gameplay play-tests. The current setup features a sort of RTS, but where you can walk around the world in third person view. Skinned animation support is currently missing from the engine, so the primary agents in this testcase are barrels :). I added some very simple crowd control to make them more realistic. Check this video: Crowd control

Pathfinding was added to the engine to support this gamemode, here are some pics: Big objects pathfindingjump search astar

Goblins are able to accept commands from the player, which makes them move resources, powering basic factories.

Now it’s time to combine these features into some more challenging gameplay 🙂