Greetings Community!
This month we grew the team a little bit more and we've designated certain team members to improve the quality of some of our existing systems. The last 6 months we have lost a little agility in the original development timeline, but it will all pay dividends later this year when we're able to deliver a much more comprehensive game!
Join our Discord if you'd like to see visual updates: https://discord.gg/dimraeth
We prepped this month for 4 different benchmarks that we'll be doing this upcoming month, along we an overhaul of the weather system, lighting system, normal maps pipeline, visual shader graph pipeline, AI NPC Design, and a lot more. Our team has been playtesting 8-person multiplayer and we're pleased with the results so far (and it seems like our network optimizations are working out). Without further ado, here are the main updates:
Major Updates
- Added Dynamic Lighting System
- Added Shadow System (Global and Dynamic Lights)
- Redesigned Quest and NPC Systems (attempting to use NLP)
- Created Playground environments for Benchmarking
- Created new Weather VFX
- UI Redesign and VFX
- Overhauled Item System for Design Team
Minor Updates
- New Earlwood Village Music
- Added Guild Hall Building
- Worked on Farming Assets
- Upgrading and simplifying Main Menu Design
- Migrated some Update() jobs to use DOTS
- Added Cloud System
- Added Puddles that go dry and fill up on weather changes
- Created new Water shader
- Added support for Widescreen monitors
- Added Timeout screen when loading gets stuck
- Added holding SHIFT for new sprint mechanic (uses Stamina)
- Created new shader for vitals to see vitals used more clearly
- Added Bounce effect to Spell Bar for cooldowns
- Added new cooldown look to be easier to see
- Added ability to self cast and party cast using HUD
- New music transitions for engaging monsters in battle
- Added godrays to sunny weather
- Added new wind particles to windy weather
- new rain VFX
Bugfixes
- Fixed dead characters joining server creating a locking loop
- Fixed a bug where swapping spells within the spellbar caused weird visual artifacts
- Fixed grounded spell playing SFX after disappearing
- A-Click would randomly not work, this was due to layer fighting - fixed
- Fixed Strong Straight spell not working in multiplayer
- Added filter SFX for Escape Menu
- Fixed a host of main menu bugs
- Fixed respawned players showing up as a corpse until they moved
- Fixed monsters sometimes not being able to walk after respawning
- Fixed AspectRatioManager sometimes making outside of player's screen bordered in black
- Fixed a bug where clients were trying to set server monster's health
- Fixed an issue where clients couldn't fight monsters when host was in another scene
- Fixed clients getting drunk making the host's screen become drunk
- Fixed Quick Jab leaving particles on the ground when making contact with another player
- Added ability to hold right click to keep character auto-walking/pathing
- Fixed spells coming off cooldown in a safe zone making the spell capsule stay lit
- Fixed Ripple spell to not damage players even after they respawned
- Decreased respawn speed (no longer doing a full scene reload when spawning in same scene)
- Found an incredibly rare bug where someone's computer time settings could be configured in a way that created bad logic in save files and user's couldn't get out of the main menu
- Fixed a bug where A-Click was not attacking monster's near it
- Fixed WeatherManager not updating clients properly about weather updates
- Fixed some bugs with internal engine tools causing issues
