Forerunner v6 Devlog #1

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At present, I’ve been mostly doing a lot of preliminary work. Due to MCC Reach having a lot of new “Thorage” items, the existing forge menu already had the maximum amount of top-level categories.

As a result, I’ve decided to just rebuild the entire forge menu from the ground up. Admittedly, I was likely going to be doing that regardless – however in earlier versions of the map, I did try and avoid that – as doing so would break any existing map variants. That being said, the hope is that the new forge palette will more than make up for the lack of backwards compatibility.

As I stated before – the goal is to do everything – to finally achieve all the stuff I was unable to in the past, to add all the content that would break before. As such, below is the current (incomplete, subject to change) forge menu:

As you can see, it’s quite the list – and it isn’t even done yet. I also plan to explore importing real assets – perhaps then I’d be able to introduce new terrain pieces (though I’m not quite confident enough to promise that just yet).

Rather than having multiple similar categories (like Vehicles and Vehicles (Modded) for instance) like some past maps, everything is restructured in such a way to keep everything together – and to give a slightly more modern layout similar to the forge menus in newer Halo games.

That’s all I’ve got for now, though – next update should include some screenshots showing stuff starting to make its way in!


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