What’s New:
* Scent Lab: Redwall is about animals and animals use their noses a lot more than humans. So one of our biggest goals for this game is to have a robust and meaningful scent system. In this release we'll be showing the first iteration of that system including a few use cases for interesting game play. We've still got a ways to go before this is good an tight but we're pretty excited to start letting folks see what we've been working on.
* Updated Lilygrove Chase scene: Since our last release this scene has been fleshed out quite a bit and the main antagonist - Scumsnout is here and ready too ruin your day. This scene isn't finished yet but it's come a long way.
* Catacomb Graybox: Act I, Scene II is set in an ancient underground catacomb. The level will be the first to feature stealth gameplay as a major feature and will introduce rats as a base-level antagonist. Today we're giving an early glimpse of the basic architecture and layout .
What's Next:
* The feedback from the controls lab skewed about 60/40 in favor of a skill-based control scheme as opposed to a more cinematic approach. This means a significant pivot for us but it seems like the right thing to do all things considered. Expect us to rework basic controls in the next couple of builds which will also include updates to previously released levels like Old Moss Creek and the Lilygrove chase scene.
* Look for our next update, hopefully quite soon, to tackle our first pass at reworking the entire control schema...fingers crossed.
* After that, probably another 2-3 weeks, to focus on bugs and performance improvement.