Haven’t had this productive week in a long time! Nilsson made new mechanics and new tools and I concentrated on art, which is my favorite.
We’re less than one month away from releasing in Early Access (finally!), and I can feel it in my bones, and you can witness the effects in the amount of content we added this week.
Also, last week and the week before that I promised that I’d make the village peaceable set the next week. I’ll stop promising that now.
Please, join us on our Discord if you’d like to discuss game changes and additions. All feedback is welcome!
New Outposts Art
The container + vending machine outpost look was getting old. I made new outpost art last weekend, which obviously did not make the last week’s devlog! Here are pictures of an example starter outpost.
Once we finish creating the starter outpost areas, you’ll be locked to one starter outpost based on your SteamID, which I talked about last week. This feature is working but disabled until we finish the rest of the outposts.
The world was, and still is lacking in points of interest. Places where you can loot containers and encounter other players doing the same thing. We did have the hangars and random containers here and there, but they were boring and outdated, and they will eventually be replaced by new, better-quality areas.
These warehouses I worked on this week are the first step in making the POIs more interesting. They are a mid-size building with varying amounts of loot. In the coming weeks, I’ll be adding more buildings sizes that share the same theme as the warehouses you see here, and @Sven Nilsson will start placing them around and creating the actual POI areas!
Red variant, no rust. Right now there are 6 color variants in total.
Grey, rust variant. I made a shader to adjust the rust amount dynamically, which allows us to have varying amounts of rust on each warehouse building if we so choose.
Warehouse rack, 1 of 3
Some cute cardboard boxes
Cute boxes on a pallet
Pallets on pallets
Barrel and boxes on a pallet
Boat Travel Cutscene
I ran out of time last week, but this Monday I finished the boat travel cutscene. I added the tail part of a track I composed for Longvinter a couple of weeks ago called ‘Sail’ to the sequence too. Here’s a video of it:
Lot of UI additions
This week I focused on UI to finish up all the prepared mechanics that are now ready for testing.
New UI for status effects
I wanted the buff effect UI to the same standard that we have on all others.
For a recap, the buff is a temporary or permanent status effect on your character that affects certain actions. For example, Blackberry jam reduces incoming damage, and Rasberry jam makes you take less damage when you walk on snow.
You can also view additional information about the topic when you hover your mouse cursor over the icon longer.
Status effects are visible on top of the energy bar.
Code lock for opening houses
I finished the final UI change that was needed for the new house feature to fully work. Now when you try to enter a house, it asks for a code that the homeowner set when they made the house.
You only have to input the correct code once to each door.
We threw ideas around with Teo about making the land around the player’s tent/cabin more utilized. We came up with an idea about generators that would generate electricity or some other resource when you added fuel to them. I finished up the groundwork for these new types of placeables.
Here is the UI for adding fuel to a basic generator.
Bird random encounters
Originally we wanted to have two types of birds. Ones that would be standing in the field and others that came out running from the bushes.
This week I implemented the latter. Every time you walk by the bush a rare type of bird can jump out and you better try to catch it because good loot is just waiting for takers.
- Added the rest of the achievements to the game. Now a total of 28
- Fixed chat bugs
- Moved most of the weapon effects to client-side, where they belong
- Lowered bunch of texture resolutions for better performance