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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 is the latest announcement and patch for The Fifth Day! After several months of hard work, we have finally been able to integrate the first iteration of the new pathfinder into the game. We greatly appreciate everyone's patience that has held through this difficult time with us and thank you for your support.
The reason the pathfinder took so long to implement is due to the Unity 4 physics engine. There are many cases that the engine seems to overlook which resulted in bugs on our end. The main hold up on development was to handle pathfinding on complex meshes, and because of these bugs in the engine, we had to implement several workarounds to handle tasks that would otherwise seem straightforward. At this time we believe that the pathfinder is more or less stable, but we do hope to make gradual improvements over the next few weeks in addition to implementing other fixes.
If any questions or concerns do arise, please feel free to contact us at firstname.lastname@example.org. I am usually able to respond in a much more timely manner here than through other forms of communication.
See a full list of changes for this update below:
We hope you have all had a relaxing holiday season and a happy new year! Over the past few weeks we have made great progress on several exciting new features planned for future release in The Fifth Day. First and foremost, the core framework for the new AI pathfinder is virtually finished. With the ability to quickly find and navigate both aerial and ground paths we hope to add much more diverse NPC behavior in the future. A few more performance optimizations still need to be implemented before release, but overall the component is nearing conclusion.
Additionally, we have received many requests on adding new levels and implementing more variety in level design. To address such concerns, we have started work on a new physics based procedural world generator. Physics based effects such as erosion and water body formation, will allow for much more natural looking terrains than traditional noise based methods. This concept is still in its early stages, but you can begin to see some of these nice effects in the images below.
NOTE: These images are of early work in progress, and are not representative of the final product.
The first image shows some of these concepts in action on a traditional fractal noise based terrain with multiple material layers and two water point sources. After the physics simulation, the rivers are triangulated to produce an optimized water mesh to save performance and triangle count.
The second image was created by combining several rain-based erosion passes with variable vegetation growth.
We hope to continue expanding on this system to deliver new worlds for you to explore in the future.
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