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Update log 13 has been a longer one than expected, sure, I could just sit down and bang out logic for each enemy and have a massive cluster of repetitive spaghetti code, but I have not and will not be doing that. Instead I need to develop in-house tools for the development of AI behaviour, and AI driving/steering. For that I needed more time to research the best method for my use case, so as to have one that I could use to accomplish this task, and have it carry over into future projects. Thus we reach why only part 1. This update is going to take a while to get done. It does not delay the release of the game, however, until it is implemented at a base level with adequate micro interactions, there will be no progress videos (which will be part 2). However, there will sometimes be gifs over on twitter so if you're interested in seeing those go check out the account here: https://twitter.com/outbackgames So while completing this research and development phase to move on (upgrade) from the original and simple FSM AI implementation: - new UI designs have been created, - the new Start Screen -> Main Menu flow is implemented, - The New Game and Saved Game detection is implemented - Audio Settings and accompanying UI and persistence has been implemented - Scene Fading - Corruption Detection for save files - First draft of corrupted save, support document is ready - All original quests are designed and written into the engine. - All original dialogue is implemented - Cutscene tracking has been updated - Crimson Guard transitus system is ready - UI Sound effects are implemented for the main menu, just need linking in other menus. - Ambience audio is now added under the music track. - Added auto barking for certain NPCs while the player is within range. A speech bubble will appear over their heads while barking. (Idea was inspired by FFXIV and other MMO &| RPGs that use barks for hidden/extra dialogue) - Implemented Quest Exclusive loot tables. - Enemies now drop loot where as in the original they did not. (That was done by choice in the original to fit thematically into what I was intending, however, with all the changes, this approach is warranted.) Anyways that's it for this update, I will get to a new video soon, but I will not rush this AI tool out just for content So until then stay safe lads! Oh also if you'd like to check out a game that I helped program, you should go give a look at God of Riffs by BossMusicGames - God of Riffs It releases today, so if you're a VR nut go grab it with early access and launch discounts!
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