Hello everyone!
Lots of news and lots of pictures!
TL;DR Summary (at least scroll down to see the images/screenshots):
Good - Story/characters in progress
Bad - Weapon update behind
Ugly - Two weeks of weapon update work pretty much failed
Beautiful - Finally found solution to weapon update issues, graphics update/dynamic sand buildup, destructible cover/objects, better glass shaders, faster bloom, color grading (maybe), ambient occlusion.
The Good:
The story is in the works. The main events, main characters, and other basic story elements are already planned out for the first chapter. One important thing, you will have a steampunk airship (think pirate ship attached to a zeplin) and a crew you'll be introduced to after some mishaps. Your ship is essentially your home base and will take you from location to location.
The characters so far (may change over time):
We've already planned out how they act, talk, ect. but I'm not going to give that stuff away yet.
Main Character: - (No name or model yet, only the characteristics and backstory)
Patty O'Brien - Ship mechanic
Doc Swave (Pronouned Swahv) - Medic/Cook
Proxy - Navigator
Frank - Every crew needs a parrot, even if it's a weird talking mechanical one
Port - Ordinance Operator
The Bad:
The update is behind schedule. Getting the weapon holsters to follow the headset has proven much more difficult than I thought. I initially had it working in only an hour or two, the problem is when you look straight down it stops working, which happens a lot when crouched and looking for your guns on your sides.
The Ugly:
So, two weeks of trying everything I could think of to fix the problem of when you look straight down to see your holsters everything gets flipped around. Turns out the fix is simple, just move the holsters a little further forward so you never have to look straight down in the first place. Let that be a lesson, sometimes the most elegant solution, that is, the simplest and least expensive solution, is the common sense one right in front of you...
This update will be out as soon as I have the inventory UI set up so you can change what weapons are assigned where. I've spent so much time trying to fix something that didn't need to be fixed I haven't gotten that set up yet.
The Beautiful:
New terrain shader:
Parrallax, dynamic sand, some other goodies
New environment objects shaders:
Parrallax, dynamic sand, refraction, other goodies
(Also replaced some of the poor looking assets with much higher quality ones)
Destroyable objects:
Better, faster bloom:
Ambient Occlusion:
Color Grading (maybe, not sure if this is working very well, opens up some interesting possibilities though):