Andrew: Hello! It’s been a while. Honestly this month, I’ve been working much more on our other game, currently in the works. Nevertheless, here’s our “massive” May development update-
Widening Building Walls: 1st Up Smithy
I’ve been working on polishing the Blacksmith/Smithy building, while also widening its walls, adding more depth. This should help with weapons, character heads (when leaning over), and horses from peaking through walls. It also seems to make it easier to jump up into windows, since the colliders have more depth, therefore you don’t get caught in them or bumped out. Once this is complete, I plan to move on and do the same with the other previously made buildings.
Jon has continued working on things mentioned in the last post (mostly XML data stuff) and code-cleaning.
One notable fix, the torso lean when attacking up/down will persist throughout an entire attack (no matter the weapon). Previously it was a set duration, so with larger weapons the torso lean would end before the swing would even begin. This allows you to properly attack things above or below you, eg. power-attacking a chest with a battle axe should be a lot less frustrating. Also, the torso lean now uses interpolation, thus should no longer pop into rotation.
Setback in Shaders
Since upgrading to the new Unity (2018…) some of our shaders haven’t worked quite the same. This is possibly because we’re new to shaders and don’t all know what we’re doing as of yet… Suffice to say, the water no longer has that nice beveled edge, and the lava shader just doesn’t work (rendering white right now). But we’re working on it.
There’s been other odd occurrences of collider gaps — that I’ve discovered since upgrading — as if holes go right through the geometry in certain locations… This seems to span across multiple model files, not just tied to any one in particular. The town scene is notably the worse scene experiencing this, if not the only, which makes it even more odd. This might be related to the issues some players have reported, where you’d fall through the ground.
Until next time!