Hey guys, Let’s talk about the upcoming update, new features and some related news. Animation Overhaul To start with, I completely overhauled the game’s animation system and changed how animations are controlled under the hood. The old animation system relied on a fixed animation tree and signals from various other systems to transition states, then…
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Hey guys, Let’s talk about animation systems. Animation Trees and AI Interaction Last time we concluded the AI refactor portion of this upcoming update, this month we took a pass at the animation system that’s interconnected with the AI. Until now we’ve been using Godot’s built-in animation tree to handle transitions and playback. You can…
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Hey guys, It’s time for a brief progress update. AI Refactor I mentioned last time that this update will focus on a major under-the-hood overhaul of the AI and animation system in preparation for a new combat control scheme. The AI portion of that refactor is now complete. It took a bit longer than originally…
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Hey guys, Let’s talk about some progress. Version 0.1.5 passed beta testing and went live earlier today. We’ve already talked about the new additions in our previous dev log, so I won’t go into detail here. That said, while this update was undergoing testing we’ve already started work on the next upcoming release. Right now…
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Hey guys, Let’s talk about update progress. Last month was split between feature development and dealing with various logistical matters. Aside from some smaller fixes (including one for the save issue people have experienced when saving with animals in the fleeing state) this upcoming update will focus on improving UI usability, making it easier to…
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Hey guys, Let’s talk about some news. Update Progress Over the last few days we’ve been working on various quality-of-life improvements. We’ve taken in player feedback and focused on some of the more straight-forward issues to get them resolved quickly. One issue we’ve seen repeatedly is people starting the game and getting confused by the…
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Hey guys, We’ve released a new video update talking about the state of the game, Early Access and future plans. An important point to note concerning the release date: unfortunately we’ve encountered a number of critical bugs in QA that took longer than expected to resolve. Because of this, we’ve decided to move the release…
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Hey guys, Let’s talk about some progress. Visual Improvements, Wall Optimizations Following up from last month, we wrapped up our work on the game’s visuals. The new outline algorithm we were working on ran into some unexpected engine bugs. While we could fix or work around those bugs, doing so would have taken an indeterminate…
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Hey guys, Let’s talk about last month’s progress. Rooms, Rocks and Visuals As we’re nearing our release date, we want to get some more promotional material out. We’ve been picking up the pieces since our publisher’s bankruptcy and while we don’t have the resources to do a full-blown PR campaign we do want to put…
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Hey guys, Time for another progress update. Finishing up base building On the base building side of things, we finished the crafting system: you can now build crafting stations, assign and manage bills, and survivors will carry them out. We added a number of new crafting stations and recipes, as well as some new floor…
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