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0.3.0 Update - Hunting in VR is now a thing - Nov 6 2016

Deer Hunting and AI

  • Deer Added with LOD's setup
  • Deer AI Functionality finished
  • Deer spawners created - set to spawn deer in the absence of the player
  • AI Fears radius of 2000 units affected by player noise
  • AI Fear affected by other deers getting damaged or killed
  • Max Flee distance of 4500 units added
  • Comfort zone distance of 2000 units added where deer will continue to flee until satisfied
  • Added blood trails and pooling blood for wounded dear
  • Living and Dead Flesh Material / Resource type added
  • GIB's produced when dead dear flesh hit with bladed Tool
  • Player Noise affected by their speed
  • Random deer has random max fear values so some are timid, some are more brave
  • Everytime player kills a dear, default fear level of player is increased by all deer
  • Deer will track player with their heads if they are not in an idle state
  • Players can be spotted by deer visually
  • Deer take damage from all weapons
  • Bolts and arrows properly stick into deer

Game Mechanics

Movement

  • Added DPad Hovermode - movement is touch sensitive instead of requiring player to press down on touch pad
  • Added Joystick movement mode

Cart

  • Contents of the cart are completely frozen when cart is being pulled
  • Contents of the cart remain frozen for 1-2 seconds after player lets go of the handle to prevent stuff from falling off
  • Hooks on cart refined but still has a bit to go
  • Tools no longer slide off hooks when cart is let go

Basket and Belt

  • Player Belt added - Tools and weapons can be attached and carried with you
  • Basket Container added - can store 21 total resources or 7 of any particular kind
  • Basket contents can be grabbed one at a time by reaching in and grabbing it
  • Basket contents can be dumped out by holding it upside down for .75 seconds

Crafting

  • Prices for blacksmith temporarily reduced for those players who lost progress
  • Sparks added and tweaked for bloom and ignot impacts from hammer custom sounds to indicate quality of the strike to ingots and blooms
  • Quenching now cools ingots and blooms off within 3-5 seconds
  • Ingot now scales down immediately after first hit
  • Anvil now locks ingot to prevent it from falling off
  • Fixed bug preventing player from letting go of hammer near anvil
  • Adjusted ingot colors to make it more clear when you go from optimal strike zones
  • Sword Assembly system refined - still more to do
  • When blade forged, sword parts spawned on table based on quality of blade

Misc

  • Skelly smelter tutorial bug fixes
  • Nav Mesh improvements
  • Trees now have much less health and yield much less wood
  • Added visual blink when teleporting
  • Double pick up bug fixed with infinity pile
  • Fixed bug where tools dropped with side buttons
  • Disabled physics on tools attached to belt

Save System

  • Trees and their state will be saved on quit and reload
  • All items player is holding or has on belt will respawn at players feet on reload
  • All resources lying around will be saved and reload where they were
  • Basket and contents are saved upon reload
  • Players location will be saved upon quit and reload
  • VR Works functinality removed
  • Temporal AA reduced significantly
  • Menu options saved between levels and reloads
  • Resources in infinity boxes, forge or smelter saved between reloads
  • Forged blades saved between reloads
  • Dear states, alive or dead, saved between reloads
  • Progress through Skelly tutorial saved between reloads
  • Weapon purchases saved between reloads
  • All buildings will save properly when built after game reload
  • Game autosaves every 20 seconds
  • Game saves automatically when quit button used in menu

World and Player Changes

  • All buildings removed from the starting map
  • Archery range now buildable
  • Horseshoe pit now buildable
  • Player house now buildable and upgradeable
  • Player cart now buildable
  • Vendor cart now buildable
  • Weapon stalls now buildable
  • Fire sounds now properly loop
  • Fixed typos in warning signs
  • Blocking volumes adding to lake
  • Blocking volumes refined around the edge of the map
  • Blocking volumes refined to block players but not projectiles
  • Skelly's quest changed to include cart and house
  • Crossbows more expensive now
  • Clean up of some unnecessary props
  • Proper grip poses created for the hands when holding all crossbows
  • Fixes to smelter collision

Performance

  • AO maps from skylight pre-baked and static
  • Shadow map culling in place
  • Experimented with Distance shadows but later abandoned
  • Player house made into streaming level and all lighting baked