Morning guys.
Yup you’re right, those are all in our design\art doc as the next in line creatures for after the initial bunch has been achieved. We’d love to make loads in the future once our systems are in place - certainly the way we have done the creature designs is with expansion in mind to carry on adding character and richness to Boundless. We just need to start somewhere first and build the blocks of ai in a sensible order, balancing ‘easy to implement and game play interest’ which the others can build upon in mindful chunks.
In a nutshell, what you’ve all seen, is that we basically have been working hard as a team to get out a lot of the core game mechanics out first as a priority to test first (beacons, currency, crafting, machines etc) working on the porting of C++ and of course the fundamentals of the portals and planets and biomes (makes sense right?). That’s not to say we haven’t done a lot ‘under the hood’ so that it’s not an overwhelming work load to tackle when we shift our efforts to these other game areas. That ‘other stuff’ are things like tutorial/story, gliphs, character customisation and animations, creature designs, natural props, gui, combat etc.
Back to this post, to give you an idea on the current goings-on with creatures in particular: (So a wee dev update/inner scoop)
I’m currently about to start animating the Hunter (Number 6) which is the last of the initial batch that hasn’t had a set of animation to work with. Now the concepts for the first batch is complete and every tier of progression and attributes are accounted for… Claudio is currently working on the Wildstock tier 5 building the modelling and texture system for elemental and exotic treatment. Sound and Gui are also working on some creature fundamentals this week. This is all ‘under the hood’ - as you see we have releases thick and fast that isn’t related to this at all but is more focused on the core game to test out first (building/portaling etc).