Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more
This week, Sam’s been working on the pathfinding bug where characters get stuck on corners and hills. This problem is caused by a bug in Havok that we can’t access, so at the moment he’s just working on a way to work around it. There are a few problems caused by some bugs in the Havok library, so after the next update Sam will have to write his own movement system for the collision part of the pathfinding himself.
Chris and myself have been working on fleshing out the lore - the main factions, conflicts and positions on the map. Oli’s been making a few final rearrangements to the new world map and blending the biomes together to fit with the layout of the faction territories. We’ve also added a function to the dialogue system that allows unlockable conversations that will lead to ongoing/ continuing events with NPCs. Possible conversation spoiler A good example for this is a conversation where smugglers can develop crooked partnerships with corrupt gate guards.
Otto’s been working on a new race which we’ve temporarily called the Hive Men (you may have seen the concept art for them already).
Here are our very rough notes on them so far:
The Shek (you may remember them referred to as bone people previously) will now be in game alongside the new human character models. The new models should reduce a bit of the CPU load.
Before we can release, the GUI and lighting just need fixing - at the moment, everything in game is completely silver until the shaders are fixed in DirectX11. Apologies for the vagueness on a finish date for this so far, we want to be 100% sure of a date before announcing.
Just a short progress report to let you know what we've been up to this week: Oli has been designing a black frontier prison based on the citadel outpost from last week...
Programming-wise, Maykol is still at work on integrating the re-designed GUI; hopefully it will be ready for the last final touches next week. Chris and Sam have both finished slavery mechanics and the DirectX11 upgrade, now back on fixing up the path-finding system and other general bugs which have emerged after adding the new content. We've also finally added the very first torch lights into the game!...
Otto's been working on a range of odd jobs, including models for lights, the latest new race (sorry, no screens just yet), our re-designed logo & avatar, and some WIP sketches for new creature concepts:
Let us know what you think!
"This level of thoughtfulness and ambition is why I learned to love the PC in the first place and I’ll be damned before I put on my cynical hat before I have good reason."
– Rock Paper Shotgun
PhysX Technology provided under license from NVIDIA Corporation. © 2002-2011 NVIDIA Corporation. All rights reserved.
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