Here's a breakdown of what I've been working on performance wise.
-Swapping actors to instances at distance to reduce actor count.(Tremendous performance boost but still inconstant with swapping back and fourth with actors.)
-Revamped Terrain generation style. Terrain should be much larger, mountains taller, and oceans bigger. Overall everything was stretched out to make it not so bumpy.
-New monster enemy: Lants. Tree like spiders.
-4 new Human enemies
-Bandit, Bandit Archer, Bandit Berserker, Bandit Leader.
-Bandit Keep: A large fortress taken over by a group of bandits.
So far no animations have been done for the enemy types. So their sprites are static and always facing the same way for now while I figure out their attack patterns/what's fun.
-Player customization. I had this working but somehow broke it horrendously and can't get it to work again. Gonna keep messing with it.
-A new mini text cutscene happens when starting a new world.
-Wall Damage: Building damage has been fully implemented. When a building hits 1/4 of it's health it will appear broken and damage.
-Use the builder hammer to repair the building.
-If a buildings health reaches zero the wall will be destroyed.
New Bandit Keep
Bandit Archers
Bandit Leader(Can you tell I've been playing skyrim again)
Generic Bandit
Bandit Berserker
Wall Damage
55,000 Trees at 60FPS
