Andrew: Greetings everyone! This week, we began many things-
• First off, I’ve started the Town Entrance Gates, and here’s a preview:
This includes some buildings within (all WIP), most importantly the stables! There’s also a stable boy house (so the groomer can live right close by to their job, without the housing worries). A couple of other smaller buildings also are planned but haven’t been started as of yet.
• Next, Jon’s work on bug-fixing & behind the scene improvements:
-Overhauling input system, to eventually allow for multiple stacks of menus and to make input actions more flexible. Complications have arose with the addition of dual-wielding, which brought this to our attention.
-Fixed dominant hand cripples dropping the first alphabetically equipped item rather than what was equipped in that hand.
-Quickslots now update when equipping items in the inventory screen and when dropping an item that is in either slot.
-Weapon attacks now take into account the actual weapon’s stamina amount used in each hand instead of the weapon that was swapped to last. Previously equipping a Claymore and then swapping to a potion in the other hand, would allow you to attack with ridiculous ease using the Claymore!
-Setup the All-Item chest in the Playground to actually acquire all items from the item database, unlike before.
-Setup preliminary Grass footstep sounds, instead of just playing the dirt ones.
And in conclusion, we leave you with some screenshots: