The new release is ready after another busy month.This release contains lots of new features,improvements and fixes.I have found a couple of bugs that would crash the game or editor in certain circumstances,hopefully they are fixed now.
The game has locked doors now which require the correct key to open or a lock pick item that can be bought from the merchants.When you click a door if you already have the right key it will automatically unlock.If you don't have the right key you can try taking a lock pick from your inventory and clicking on the door to unlock it.Your chance to pick a door is based on your lock pick skill.Door can also be opened by levers that can be found inside the dungeons.
There is a single type of trap included in the game.It is very simple and damages you if you get in it.There are other important features like inventory item stacking,smoke particle systems,new sounds,new tree model,different terrain grass texture.
Here are the download links and the change log.Have fun and please let me know if you encounter any bugs or crashes.
-Version 0.4.1006-
-Added item stacking.
-Added weed item and model.These items can be collected and sold to a merchant for gold.
-Added field model.
-Added traps.
-Added lock picking and lock picks to merchant.
-Added door open/close sound.
-Added smoke particle system.
-Added levers that control dungeon doors.
-Added lever model.
-Added keys that unlock dungeon doors.
-Added coin and item take sounds.
-Added key model and key inventory icon.
-Added a map that can be opened by "m".The map displays the whole area and the player.
-Added new entity system.
-Added options to world editor that control the visibility of terrain,entities and water.
-Fixed a memory leak in AnimationInstance code.
-Fixed a bug in entity traversal that caused crashes.
-Fixed a bug in rendering reflections.
-Changed shaders to use shader model 3.0.
-Changed terrain rendering code to use only one pass.
-Changed tree model.
-Changed terrain texture.
-Improved shadow mapping.
-Smoke particles fade out when they are too far.
Comments
First of all, good job man.
First of all, good job man. I've watched you continually change this project and release so many updates. Good to see you continuing to make updates. Towards that end, if you have time I'd suggest looking into per pixel lighting, normal mapping (desperately need to learn how to normal map), and adding basic mipmapping and texture filtering to your textures. I notice how there is no antialiasing, or self-illumination on any of your models.
The shadows are your only source of custom lighting so far that I've seen after many years of hard work. Just take some time and implement just a few of these basic shaders and you'll be sitting pretty. (pun intended there)
http://forums.xna.com/forums/t/27849.aspx
Good luck man, as always I look forward to your progress. Trust me when I say shaders make a lot of difference when their done right.