Hello everyone! firstly, I would like to apologize for the lack of devlogs the past few months. I have been working on the game here and there, but life has gotten in the way for the most part. I've made a number of improvements and added new features to the game. Lets jump in!
Expanding the World
With the new 2019.3 Beta for Unity, I have the ability to paint holes in the terrain. Painting holes in the terrain gives me the chance to incorporate something I've been dreading. Caves! Caves bring a whole new experience to the game and adds more depth. I can't wait to start fully implementing them into the world and seeing what I can do!
For now, here's a sneak peak
I've also worked on new locations including a randomized small camps with loot. These locations will spawn randomly around the map.
Overhauled Crafting and Player Management
I've taken a look at feedback and my own personal opinions and have been making adjustments to the player management and crafting systems. I have now combined the Inventory screen with the crafting screen. I feel that this will bring a natural flow to the UI system and give players a simpler time.
(Please Note: I have yet to update the icons used. Taken from google images.)
The player's inventory is now in the bottom left. The crafting options and crafting item information are now front and center. I'm thinking of adding a map in the top left corner, but I feel that it will make everything too crowded.
In the future I wish to add more tabs for Blueprints, Codex, and Alliances.
Graphical Improvements
With the update to 2019.3, I have made a number of improvements to the overall fidelity of the game. Recently, I've introduced a brand new lighting system allowing for a more realistic approach.
As you can tell, these images have very different color schemes. I'm still figuring out which is the best direction to go. One is very realistic, but too dark, while the other is better for gameplay.
I've also greatly improved the water around the world. I plan on optimizing a lot to allow a broader spectrum of systems to gain access to the game.
Gameplay Improvements
Of course, I've made awesome gameplay improvements and updates. I finally finished and polished the tree cutting mechanic. I was very keen on getting it done right.
After the tree falls, the tree despawns and spawns logs in its place. The logs can be picked up by the player. (Log Models W.I.P.)
I've added a new player vital, sleepiness. The player can now get exhausted and requires sleep. You can only sleep on beds, so be sure to craft one quick to stay alive. Forget to sleep too many times and you'll be suffering the consequences.
I've also finalized the looting system. Loot spawns randomly in locations around the player. Loot resets on restart of game. If the player leaves the game and rejoins, new loot will spawn.
Next on the roadmap is to finalize the crafting system to allow the game to get into almost a publishable state.
Next development update, I will be including my official development roadmap.
So? When The Heck Is This Thing Coming Out?
As you can tell from one I've shared, the game is in a rough state. It's getting there, but it's no where near the 2019 deadline plan.
I've laid out a timeline of sorts for 2020. Currently, I have set a new goal of Winter 2020. I will be dropping new updates regularly and keeping everyone in the loop.
I'll see you next time! Jump it!
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