Hi, I'm the lead for MS:U.
We're not dead, in the sense that MS:U has been abandoned. My day job is game development, and frankly, I'm serving multiple roles on a small indie team. Meaning that I have way more work than I know what to do with.
This has rendered me incapable of blocking out the...
It's not going to be released today. But it's looking likely I'll be able to get something out in January. I'll post a journal update with the specifics.
The Alpha will be single-player only, and basically just a proof-of-concept for the fundamental gameplay systems. Hopefully a springboard to...
XP on damage will be approached very cautiously, for sure.
Weapon mods is not something I've yet considered, but it would probably share a lot with the planned spell mod system. Perhaps I'll wait to see what you guys are cooking up, then try to do something similar for consistency.
I suppose it's time for an end-of-September check-in.
The current rusty set, plus a bow that may or may not be the starter bow who knows at this point
As has been shown before, the weapons have been ported over from Master Sword: Source into Unity. I was just struck with the realization that...
We're going to be working on an equivalent to the Texture Application Tool for Hammer, so hopefully we won't be relying on these other tools for material application and manipulation.
That looks great man! Are you willing to work on a variety of different template buildings we can use in maps?
The main tip I've found is that you want to create a new CSG for each new "object," you don't want to build an entire house with a single CSG, because of the way they handle "rebuilding."
It seems like the best workflow is to use ProBuilder/ProGrids for basic brush work, like Hammer, then use...
Come join the MS:U Discord! Let's build a United community:
Master Sword: United Discord
Post in the adventurer-request text channel with your forum username to receive the Adventurer role.
The alpha will be public, but subsequent beta tests will not. Beta testers will be selected from the...
Every journey begins with a single step.
3D menu, with animated clouds, flag, and SFX
This week has been spent getting Hubris up to snuff for MS:U. That meant implementing some features which had, up until now, been something I felt comfortable implementing "later." Now the FPSController can...
It would be great to have you aboard! One here and there is infinitely better than none nowhere and never!
I completely agree on shader languages. They're the closest thing to magic we have in the world this side of electricity.
Right now, we need any Nature textures you can muster, with a...