Next up
Added an actual shadow for the player. Now you won't be just an invisible ghost messing with Ted Peterson.
Trophies are now implemented :)
2/2
Decided to see what random events would look/sound like in level 0. What do you guys think? (the event shown here is one where the humming just stops altogether for a random period of time)
Implemented fully procedural walking animations for the Aranea Membri (looks a little wonky in certain spots, but they won't be running nearly as fast as I'm dragging it here so it'll look fine in-game)
Just a regular development screenshot. Nothing to see here.
WIP title screen "play" animation
Predator/prey AI concept
The AI in the next and probably final major patch for the demo/chapter 1 will feature A LOT of AI adjustments. Here's a peek at just one of the many new changes to the AI's behavior!
From the final update for chapter 1 (the demo) onwards, you will have a built-in flashlight at all times that you can turn on with the F key. However, it has a limited charge. Use batteries strewn around the map to recharge the flashlight.
Patch Notes:
- Added pre-alpha/alpha 1 accurate item bobbing
- Fixed various inventory bugs for the player character
- Added base materials for easier material creation
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