Hotfix 0.5.6
Fixes:
Missing UI prompts on ropes
Numerous terrain holes
Premature trigger instantiation due to invalid proximity checks
Changes:
Significant overhaul of character controller. Still in testing, but should feel more grounded and less bouncy. Speed has been decreased somewhat. Jumping should feel more reliable, and handling of small elevation changes should be more reliable.
Known Issues - Player can stick to walls if colliding while jumping in some cases.
Implemented world curvature for distant objects.
Overhauled world and object streaming to reduce draw calls and improve performance in most cases.
First off, one of the most consistent points of feedback I get is how the player controller is not so good. I'll admit I struggle a bit with this, probably just due to a kind of tunnel vision since I'm constantly jumping in to test different stuff I don't really register any issues.
In short, the updated version implements considerably more drag, reduces speed, and is much less slippery, so you won't be Tony Hawking off every little bump in the terrain. Jumping should be more consistent as well, allowing more function disembarks. There are a couple known issues I'm still working on -- the character is more likely to get stuck on abrupt elevation changes, and can kind of stick to walls a bit in some cases -- but before I dump another week into fine tuning, I want to see if players like the way it's going.
This update will also introduce a number of changes to scripts, assets, and world asset management, that should reduce draw calls significantly in most cases, as well as reduce unnecessary script operations that should save a few ms here and there.
I have also implemented world curvature. This is somewhat exaggerated, as with the relatively low distances between islands, a realistic figure wasn't really noticeable. For context, the spawn point is only about 3.5K from the 300m tall watcher. So at eye level I napkin mathed that to be around .8 m of drop, which isn't really visible. I've increased this by 5x -- so it's at least noticeable, especially on more distant islands like Bathis, which drops around 50m from the spawn point.
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Next up, new ship time. Filling the role of Caelean 'starter' ship, is the Padewakang. This is a simple, dependable vessel, the design differs from other Calean ships, as (in the game world) these are the signature ships of a Caelean Vassal state, that operated on huge inland lakes. The design survived due to being simpler to build and maintain than the more ornate junk style hulls.
This will have twin boomed rectangular sails, that function almost as a cross between lateen and battened sails. It will also be steered via twin steering oars rather than a conventional rudder. It will be larger than the Caravel, but less capable in weather, and quite slow.
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lastly, a little about my plans for release. With so many variables in play, I feel it might lessen the bugfix and tuning race some with simply fewer things to test. That said, I do worry about leaving a sour taste with a buggy experience that doesn't have a lot of content.
My aim right now is to release later this year, with the following:
6 playable ships, with three from each of the major in game cultures and their vassals. At least three more are planned for both existing cultures and others not currently represented.
Apart from ships, there are currently 7 islands planned to be present at launch -- with quite a few more expected later on. This number does not include a handful of 'special' locations.
In terms of features that are planned, but will probably not be present, or very incomplete, at the time of launch -- the main gameplay elements are:
1. Fast travel (This will function sort of similarly to overworld map gameplay such as those seen in games like Owlcat's pathfinder series, and many older rpgs.) That is you are not picking a destination and teleporting there, rather going a distance will cost time and provisions, especially on larger ships.
2. Encounters. Accompanying the above, these will be semi-random events that can interrupt fast travel. These could be other ships, special weather events, or any kind of more tailored experience that isn't practical for general open world appearance.
3. Combat. A degree of this is planned, but there are many decisions to make before I talk about it too much.
4. Ship modification. This will be a somewhat limited affair -- but I do plan for the shipyard to offer hull and rigging changes for some ships. This won't be as flexible or complex as the kind of modifications possible in games like Sailwind. Rather I plan on allowing things like specific rig conversions, so a Caravel with a square mainsail + headsail, that sort of thing. More like flipping between ship variants than having full customization control.
5. Story progression. Will get more into this another time.
