Game
Project Atral: The Riddle of Durendare
1 month ago

Some bugfixes and new features. (Read the article.)


I have implemented a few new features, but also bugfixes.

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BUGFIXES

  1. The audio settings weren't working. It was just a typical beginners mistake and easy to fix. The audio settings are working fine now. I figured out though that the music can not be completely muted by the settings. Currently trying to figure out why!

  2. The dense fog that blocked most of the view is temporarily deactivated. If i can not fix it, i will simply replace it by the local volumetric fog i've made earlier.

  3. The frame rate settings are now correctly going up 30 by each click.

  4. The window mode is now displayed as text, as example: "fullscreen", instead of numbers.

  5. Some audio triggerboxes, which started playing the plot-relevant dialogue, became bugged when i've fixed the audio settings and i was not able to solve the bug. I've replaced them with a different type of triggerbox and node setup.

  6. Instead of pawn sensing, the AI now uses AI Perception.

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NEW FEATURES

  1. The smaller outdoor riding arena has temporarily been set up to be used as animation testing area.

  2. New simple rain and snow effects that are appearing randomly over time.

  3. The hut on Dan's Dot got a few collisions and a door, that locks it, until i've set it up for the plot.

  4. The invisible teleporters for development purposes are now marked with a sign, so that you don't accidentally trigger them while playtesting.

  5. The cottages all got doors. Cottage 1, 2, 4 and 5 are locked until i've set them up for the plot, if necessary.

  6. The cottage 3 and Mikhals room has a few pieces of furniture.

  7. New story content: more collectible hoofshoes and dialogue. Other gameplay features are work in progress!

  8. At the northern end of RĂșnavatn (the lake) you'll find a river and a cave entrance. Both are work in progress. At the moment, the river is a bit too shiny, but i'm aware of that. The cave entrance is locked yet, but visible.

  9. A bit of the vegetation has been corrected. There are more deciduous trees in the valleys and less conifers (as in real life).

  10. New vegetation foliage has been added: ferns and tree stumps. Rocks and flat lying dead trees will follow soon.

  11. A small serpentine path now leads up to the panoramic riding arena.

  12. Mikhal is now set up as model for the player character.

  13. Area location notifications: when entering a specific area, you will now see the name of it for a few seconds. It's just for better orientation.

  14. New cursor icon.

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UPCOMING:

  1. Even more diversity in vegetation (grass, meadow flowers, herbs).

  2. High resolution grass texture for the stable and village.

  3. A small dock for Dan's Dot.

  4. Graveyard rework.

  5. Stable model rework.

  6. Day-Night-Cycle fix.



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New features:

- Audio settings menu

- Simple day-night-cycle

Fixed problems:

- Double pause menu

- Oversized buttons

The widget of the audio settings menu works fine now, yet the settings themselves not. Working on it!

I've made a horse statue: "founding stallion" of Stud Durendare. I'm not sure yet if i'll keep the penis or not. I was just trolling a bit there. But if you like it, tell me.

Placed a lot more trees and bushes. Placed the tiny hermit hut on Dan's Dot. Worked on the vegetation performance. Next up: texture performance (decreasing resolution, decal ivy instead of texture ivy on the stables and riding hall).

The cottages are now done and have been placed into their final positions. What's left to do is fill them up with furniture and make custom collisions.

I have worked a lot on the cleanup of the horse model. It's now ready for UV mapping and then texturing.

The unsolvable problem in the settings menu caused me to rework it. It's now only accessible by the pause menu. The settings menu got only slightly reworked. The "back" button is bigger and i had to put in a background.

I've started to make the first texture. This is Rabica's fur color. She's the leader of the herd.

I've achieved a lot today. The protagonist and player character - Mikhal - is inside the engine and playable! You won't see his head though, because of first person perspective. Time for a pause! My body hurts from sitting around for so long!

New contents:

- Stairs to the cottages

- Wooden pillars for the cottages

- Door numbers

- Mini Map frame has a higher resolution now

Fixed problems:

- Newly placed trees are no longer standing rotated. Thanks to @KingCobra1998 for the help!

A few behind the scenes pictures for you, if you're curious.