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Hello everyone, welcome to this week's progress report.
Level:
The Environment Team has made steady progress on the large task of the landscape rework, with a focus on integrating larger rocks and cliffs more smoothly into the terrain. While part of the team worked on implementing the first batch of assets for the Sky Village that we showcased in last week’s post, we also added updated meshes for the Galactic Ranger dropships and other detail objects around the map.
Code:
This week, we changed how armor attributes are calculated and applied on hit. This is to improve our editing workflows, it doesn't make much of a difference in the final result.
We also improved navigation for NPCs following a Way Net path (world travelling) while in processing range.
In addition to that, we have started replacing our current Lovense integration with
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, unlocking support for a wider range of sex toys. Lovense devices will of course continue to work with the new system.
Character:
The small lizardmen are almost finished and will be implemented in time for the next build. We have shifted our focus in character art to a few missing outfits that our design team needs for certain story-mode NPCs and for the player characters.
Animations:
In the animation department, we are now moving on to a big task that will probably keep us busy for quite a while: Looking at all the story minigames in their proper implemented quest context and polishing them up one by one.
This includes small, but important things such as making sure characters don't suddenly teleport from dialogue into a different room, adding little intro animations where needed for a smoother transition and checking if in-minigame dialogue still fits with the previous quest dialogue.
Later, this task will of course also need some work from other departments, such as lighting and decorating the locations where these scenes take place.
We also worked on the face mocap pipeline this week and figured out how to do it best for the bulk of cutscenes ahead. Many cutscenes will enter the final polishing phase when the face mocaps are implemented but there are still a few retargeting issues to fix to have the facial expressions look more accurate and natural.
Design:
We have been wrapping up the design of the player progression, this week. Defining ranges for damage and health scaling of the player and enemies, expected leveling progression over the course of a playthrough, and figuring out the best workflows to easily implement the enemies into the game world in the coming months, but also iterate on their power level.
Thank you for all your continued support,
-Wild Life Team