It's been awhile since the last update, here's information of what's coming next:
- New ranged weapon aiming mechanics. Holding the left trigger (right-click on a mouse) moves the camera to the over the shoulder aiming view.
- Blunderbusses, Pistols and Crossbows have their own unique carrying and aiming animations. Even though the ranged weapons are powerful they're balanced by limited ammo.
- AI villagers and guards behave in a more fun way to surrounding player inflicted mayhem. The first strike won't make them attack you, though they will warn you to not do it again. Then if you strike them again they'll attack you or flee and call for help.
- Road generation has received much more attention.
- NPC's have an easier time walking on the roads as they're not too steep anymore - which makes a few important quests possible to complete. Here's some making of shots from along the road:
- Support for Minigore 2 (our dual-stick shooter game) style enemy spawners. The system checks with bounding boxes if there's enough room to spawn characters in a specific spot, surprisingly hard problem to solve with a good performance in a procedurally generated 3d game.
- Falling from heights can damage or kill the player or NPC's. Though it is rumored that a soft landing with a chicken is possible... Though I wouldn't try it, NOPE, never!
- Day and night cycle improved further. [check the GIF at top]
- Long distance terrain shadows. In practise that means the terrain shadows will be visible at 2000 meters compared to the earlier 120 meters with Ultra Settings. Maybe it's better to show this one with an image comparison as well:
- Temporal Anti-Aliasing, Godrays and Bloom have been largely redone.
- Also plenty of location and gameplay polish.
It shouldn't take too many days until the update is ready to roll!