How's it going guys! We have our server systems back up and running for the time being, so we've been cranking out some work. We're still in the miscellaneous phase, so some of these systems have nothing to do with each other. With that said, here's some of the big news for you this time around.
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The first thing we did during this last cycle was complete the quest system. Now you're able to gain story driven quests, along with smaller quests from various NPCs. You can look at the quests in the tab menu, allowing you to see the quests you have taken and how close you are to completion.


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We have finally overhauled the UI. For the entire project, we have been shining examples of "developer art" where there's zero design behind anything we do. As we start wrapping some major systems up, we decided to begin overhauling the UI and making it pretty for players.



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Respawn points have been added into the game. For the last few devlogs, when you died in the game, you would just turn invisible and disable the hunting status on the mobs. Finally we added respawn points, so now you will pass through checkpoints which will be locations to respawn while playing the game.
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Dodging has been implemented into the game. At the moment, you can dodge left, right, and backwards to help evade enemy attacks. It works similar to other dodging mechanics, so it's nothing extensive to talk about, but it's now in the game and will add another layer for people to develop skills and play the game with.
Would you rather double tap the direction to dodge, or have a special dodge button to auto-dodge in the direction you're moving in?
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You can now use potions
There is now a quick use system for potions so you don't need to open the inventory to use them
There are 5 quests for the first demo
Tech demo map majorly updated to get ready for a demo
Portal system to help with fast travel for unlocked areas
Added compatibility for controller (Xbox is tested and confirmed, will confirm PS5 and switch soon)
Various control optimization for PC
New third person orbital camera
Finally have a finished grass model/texture
Fixed a bunch of minor issues causing compiler errors
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