New Direction
Ever since I can remember, I always wanted to make a survival game of some kind. It's a genre I have always found fascinating. It's also an interesting technical challenge. There are lots of elements that make up a survival game, from Inventory Management, to Crafting, to Base Building, each element comes with its own unique set of challenges. One thing I knew going into making Wild Omission, is that I couldn't just make some generic Rust Clone or something, that would be boring. I needed to make something that was actually unique and interesting for the genre. For a long time I contemplated what this unique thing would be, but it has finally occurred to me that Severe Weather is something I have found to be an interesting twist to the over-saturated survival genre. So with all that said, I'm going to be focusing on making weather a key element of the Wild Omission experience.

Severe Weather
I have added dynamic particle effects for rain, depending on the severity of the storm the density will of rain and fog change. I have also put together dynamic sounds for the rain, like the particles they also change depending on the density of the rain, and also attenuate when going into cover. Tornados have been given particle effects and sounds also, and lightning also occurs randomly.


Water Shader Improvements
I have made some slight tweaks to the water shader. The old one was very basic, and I never liked how the transparency looked. The new shader has a more vibrant color, refracts light, and has better performance. In the future I will further improve it with wave ripples and the like, however this is already a big improvement.

