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Dev Blog 11/14/2015 - Update Status

Hello Everyone,

Today's update has been postponed to early next week because of a few issues, which very understandibly are delaying the update. Although we do have a slight delay, the promise behind this upcoming update is pretty cool. Among a decent FPS fix, we've got a lot of improvements and fixes as well as new features.

What all made it in this week?
-FPS Improvements.
-Bug Fixes.
-Framework for Steam Workshop.
-Framework & Functionality for AI: Behaviors, Priorities.
-Framework for Modules: Breeding, Diplomacy, Crafting.
-Combat.

Here are some pretty .gif's for people to see the progress in the back end.

Each minion has a, "Posture" which dictates their actions in specific circumstances. The postures include; Covert, Passive, Defensive, Aggressive. This helps people do two things: Distinguish a minions posture for their units, and locate unit's in heavy foliage.

At a distance, these posture outlines are still visible for easy identification.

Initial attacking if weapons aren't available, but this was an early gif from earlier in the week.

Ganging up with multiple units on a threat.

Bug: Items are having scaling issues, but this is mostly addressed. We want to make absolutely sure a few of these are rock solid before pushing, hence the delay today. Hammer's aren't supposed to be q-tips, and ear wax isn't a threat!!! :-p

Mount points made it in, so this opens a lot of possabilities such as displaying owned equipment on the body as well as in the hands for grabbing/taking/moving environmental items.

Bug: I got 99 problems and this is one.

Bug: I like to hold ze hammur by da FACE!

Animations are firing correctly, but we'd like to really see how much we can lay this out framework wise so that it has as many applications as possible.

Get em'!

Different View

Attacking with multiple units, starting to look really cool here. Reminds me of stealing a bycicle in the wrong neighborhood of San Andreas.

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Overall this has been a very promising week! We have a ways to go still, but we are heavily focusing on module and feature creation after we set the framework up for the rest of the game last month. The behavior system, including the priorities and tasks are what is particularly interesting and remarkably unique. Sure, other games have little guys that walk around and do things, but by the sheer capacity of the AI system and the scope of ABD, the game should feel VERY much alive when people are able to start making villages. This next update will certainly allow for that, so for sure feel rest assured that it's going to be pretty visually exciting as we progress through Early Access. This system in particular should certainly give everyone a deep glance into our future.

As a final note, in light of the attack on Paris today, we would like to relay our deepest condolences to our French players. We hope all of you are in a safe place, and that if you are affected by this tragedy that we are sending positive thoughts your way in this time of peril.

-Robert Bonner
Creative Producer - ABD: A Beautiful Day
G.A.M. Entertainment, LLC.
www.GagAMaggotEnt.com
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