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arcnet 3 years ago#1
Okay, this year I'm afraid I don't remember a whole lot, so I will have to be blunt.

For starters, a port of KF2 (putting SOM to use) is finally underway: https://www.patreon.com/posts/23273769

A lot of the year was VR (PlayStation VR) unless I'm mistaken. There is multi-layer level geometry system that is a really big deal. It's basically finished, but still needs a little work before it's ready for a finished game. Little things, like SOM doesn't consider elevation when activating dialog and interactions. Shadows are not seamless, yet, but KF2 doesn't have any, and lights can be placed judiciously.

The analog controls have switched from a square model (PS3) to a circular model (PS4) and that showed some glitches that addressing has improved the controls a lot. But there is a still a problem of not knowing if controllers are square or circular. Unfortunately DirectInput doesn't say, and possibly XInput doesn't either. I've been meaning to do a release cycle that is focused on controller configuration features.

Many months went into adding the DLC tools that edit the PRF and PRT files to the list of maintained tools. There are looks at that in the following links. The PRF editors double as model viewers, which look better than the original viewer, because they have lighting and pose the models. The map editor is stuck without these enhancements. Also the tools use Direct3D 7, and so were easy to add extension support to, so that they look identical to in the game player.

http://www.swordofmoonlight.net/archives/sword-of-moonlight/2018/07/things-to-come-2/
http://www.swordofmoonlight.net/archives/sword-of-moonlight/2018/04/things-to-come/

I think I did a lot of work in the very early months of the year to add features to the tools that haven't all been put to use as of yet. One lets weapons and clothing have multiple attacks and both offense and defense ratings, and some other bonuses and modes. I saw a way to implement multiple attacks, and hoped that Moratheia's artist would make use of it, and provide some animated models to do further work/tests with. I lost contact with them earlier in the year. The last correspondences were very enthusiastic but short lived. I really wanted to see an update of their work, which they've not shared that I know of. I fear I never will.

Needless to say there are always improvements to SOM happening on an almost weekly basis, but this report cannot go into the minutia of it.
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