We will be releasing a new demo based on the a0.9 build within the next two weeks as well. From now on, we'll be updating directly to the release build instead of the beta. We'll straighten these out over the next two weeks. This build is a bit rushed, so we expect there to be bugs. Everything has been changed over the last year. For players updating from a0.87, this is pretty much a new game. It's about a year late, and we are truly sorry for that, but sometimes, a major rewrite is needed (in retrospect, it's up for debate). Los mas importantes: el sistema de skill y la creacion de armaduras. the wind picks up and throws against other rocks in a process that never quits. Also, if you want to see what we have left/are working on for A0.9, look here.įixed issue with NPCs disappearing when logging on/offlineįixed issue with pathfinding efficiency in cavesįixed issue with spider web not disappearingįixed issue with dialogue not appearing after mission completeįixed issue with dialogue not leading to new missionįixed issue with cutscenes generating enemiesįixed issues created by random maps’ height configurationĬhanged logic for moving items out of bagsĬhanged vehicle consistency logic for multiplayerĬhanged the balance of some of the Creation System’s addonsĪdded the ability for players to attack NPCs in multiplayerĪdded the Processing Facility to the colony buildings (NPCs can now go out and gather for you!)Īdded birds (no combat or new animations yet)Īdded new gun grips to the Creation EditorĪdded in optional skill tree leveling for Adventure ModeĪdded in vehicle aiming HUD (press Z/X to lock and fire)Īdded in layering for hit detection allowing for different damages to different parts of the body (will allow different damage from different weapons as well once we enter the numbers)Īdded custom armor creation in the Creation Editor (cannot export yet) The dust in fact gives Mars its warm color, making it the Red Planet. For our next build, we’ll have new air enemy combat behavior, the medical facility for colony, most of the old animals back in, custom armor, NPC skills, and maybe an early form of first person camera. We’re going about writing a whole new pathfinding system for our game, we can’t promise it’ll solve all the problems with AI, but it’ll be much better than what’s there now. One major concern is that our current pathfinding is not only pretty bad, it’s also very resource intensive. We fixed the cave pathfinding and NPC generation causing frame drops, and there are several more areas that we plan to look at to solve other stuttering issues. This one took us a while, there were several bugs and efficiency problems forcing our attention. We're looking to put a0.9 out in late November, at which point it'll become the regular build on Steam. New custom weapon parts for bow, axe, and guns Redo all aerial animals with new attacks and behaviorĪlien behavior affected by player diplomacyĬolony NPC behavior (sleep, eat, pathfind, etc.) Redo all animals with new animation and effects Okay, here's a list of things we're doing for a0.9, just the most important ones:įixed outstanding problems with story missions
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