(The following is (mostly) a copy-paste from our
You must be registered to see the links
If you like what you see,
You must be registered to see the links
)
Hey everyone. Like I said in the last weekly update, most of what I have left to work on isn't particularly exciting to show off - I'm mostly spending my time continuing work on the things I talked about in PREVIOUS weekly updates, like the new lighting system (which still has a few kinks to work out), the cutscenes and new NPC, and mouse support for the menus.
First off, here's the one fun thing I DO have to show off this week - the Warped Soldier CG rework Kuso finished up recently. This is the first image in the set, and the full thing will be available with v0.36 once it comes out.
Aside from that, here's a general status update on all of the things I'm still working on for this update.
-I have almost everything I need to get the cutscenes fully implemented (will likely only take a day once I have all the parts), so thanks to the efforts of our voice actors and Orexius on animation, those will definitely be in this time.
-Mouse support will be complete
for the options menus specifically, but possibly not in the rest of the menu, as we're getting close to the deadline and I'm starting to prioritize what I really want to get done in time.
-The lighting engine should be in acceptable enough position before long. I haven't done extensive testing on performance, but I think the new lighting engine is a bit more demanding than the previous one, so I want to do a bit of optimization on it and possibly add in some menu options for lowering the complexity on particularly weak computers. I don't think I'll have menu options in this update, but I'll be able to do those optimizations at least, and I believe it will be enough that if your computer ran previous versions of the game well, it shouldn't be any different.
-I can't remember if I mentioned it before, but the BE rework is basically done at this point, there's just a few minor tweaks I have to make to the animation system to accomodate some of the BE animation variants that have extra frames for the sake of jiggle.
All in all, it's unlikely that I'll have time to add more areas to explore in the Catacombs (I'm really sorry that keeps getting pushed back further - it's my focus 100% in the next update if it doesn't happen this time), BUT I'm also pretty confident I can get the update done this month and not have to delay it majorly. Anyway, that's about all I have to say for this week - sorry again for the boring update, and you can probably expect another similar one next week, just with everything a lot closer to being finished. Game dev can't always be glamorous unfortunately :' ) Thank you very much for sticking with me everyone, and I'll see you in next week's update.