Andrew: Hello! For the last two weeks-
Dalwood
Continuing work from the previous weeks, Dalwood has grown in size. Now there’s a transition to the forest from a scene other than the Town.
Alas, currently the forest doesn’t quite have the magical feel I’d hoped for… Therefore in the next version, one of the things I want/plan to do is to overhaul/redo the trees (particularly the oak & maple), making them taller & larger (adding variations, and some unique trees & roots). This, among other things planned, might do the trick. 😉
Magical Cast FX
The catalysts (staffs, magic stone, etc) now emit new particles. This makes casting magic feel a whole lot better.
Misc. Improvements & Bug Fixes
- Horses can now trample/damage characters that you run into or jump on top of. WIP.
- Dialog improvements, adding more NPC types and more variations.
- You can no longer talk to aggravated NPCs. Previously, villagers who had a target could be talked to (even when attacking you).
- AI pathing improvements: for one, if a target cannot be reached on the NavMesh, a nearby position is sampled.
- Swapped some inputs to be sensed or occur on press/down instead of release, in order to make them more responsive.
- Started redoing/improving the tunics (including chainmail ones, reducing crunching/etc).
- Fixed some animation issues with spell casting.
- Added a “Remove Player” button to in-game menu/settings.
- Loading screen visual tweaks.
- Fixed: doors and windows no longer open/close on scene start.
- Continuing texture improvements & optimizations.
- Edited credits & its appearance.
- Additional bug fixes, that we’re not telling you about. 🙂
Jon continues working on bugs. 🐜
Happy weekend everyone!