I apologize for the lack of updates and responses to comments on F95 recently. I've been focusing on integrating several new systems into the game, along with implementing many of the suggestions you've all made. While not every suggestion could be incorporated, I’ve tried to implement as much as possible.
The extended development time is primarily due to restructuring data, code, and improving the UI – a particularly challenging aspect for me. Re-architecting the code requires extra care, as fixing new bugs can sometimes introduce unforeseen issues.
The upcoming demo update will prioritize testing these revised systems. Expect fewer new story elements in this iteration; I apologize in advance for that.
Here's a breakdown of the key systems I've added or significantly modified:
- Game Loop: Inspired by experience with Zombie's Retreat, I've refined the game loop to address shortcomings and improve overall gameplay flow.
- Crafting System: This addition aims to give materials more purpose and integrate them seamlessly into the revised game loop. Craftable items now unlock as the story progresses.
- Quest System: Now divided into Main and Side Quests, with descriptions and objectives.
- Statistics & Sophia's Secret: Adjusted to be more similar to NTR Survival Z.
- Item Data: Increased Max Durability for weapons, removed Stamina-consuming when attacks, added necessary crafting materials, and updated item data. Redundant weapons have been removed; a new category of Usable Tools (e.g., flashlights) has been introduced.
- Dialogue System: Rebuilt using a State Machine to support future functionality and features. Currently includes Log/Hide functions and allows command execution directly through buttons, to reduce the need for keyboard input and improve ease of play.
- HP/Stamina/Hunger/Armor: Adjusted stamina regeneration inside gathering area, Hunger depletes only when sleep. Stamina can be used to run without depleting in certain areas (e.g. Survivor Hub).
- Loot System: Implemented two main types: Fixed (e.g. zombie corpses and cars) and Random (with varying drop rates – reset intervals apply; e.g., dumpsters).
- Day/Night Cycle: Time progresses only when exploring, affecting FOV and lighting within scenes.
- etc
Other systems are also in progress, including the map system for the Survivor Hub, Control Rebinding (I'm learning how to implement this system in my game), and the Recollection Page (Sophia's Notebook).
I apologize again for the delays and infrequent updates. If you have any questions or suggestions, please feel free to reach out on my Discord – a link is pinned to my Patreon. I check Discord messages more frequently than other platforms.
I appreciate your patience as I continue to learn and grow with this project.
After the next demo update is released, I will try my best to update more frequently on my Patreon and Discord.