Hardland Release 6 is available now!
WHAT'S NEW IN RELEASE 6:
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The first iteration of the new erosion based terrain system (iteration 2 coming soon!)
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Brand new story generator which randomizes NPC items as well as generates character names, titles, dialogue and simple quests
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New set of younger villagers (men & women)
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Save functionality improved so that player position is now remembered and new world is only generated on request in the main menu
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New dialogue and examine camera
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The merchant has the ability to sell and buy items
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Support for item prices
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New sprinting mechanic which consumes stamina (ala Dark Souls)
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More variants of Town Guards, Forgotten Folk, Goblins Villagers and Wood Elves
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Improved Wood Elf animations and plenty of other smaller art asset tweaks
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Unique carry positions for characters and items
(Note: throwing characters is currently broken)
UI
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Map screen has a much higher resolution than before
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First mockup of the Quests screen (the data is not plugged in yet)
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You can change between the menu screens by pressing M (map), I (inventory) and J (quests/journal).
GRAPHICS
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Optimizations
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Toned down film grain during night
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New system for making clouds
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Improvements to the SSAO
What we're currently working on:
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Lots of fixes to the terrain shape, this was just the first iteration.
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There's a land flow map which needs to be plugged into the texture system.
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We should be able to improve the draw distance without impacting the performance.
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We also have a new terrain brush system which allows us to do dunes for desert biome, it's gonna be more prominent in Release 7.
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Better biome distribution to prevent biomes like desert and snow being next to each other.
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Moving Skeletons and Wizards to the Story Generator, adding more complex quests and fixing the various glitches.
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Adding more character variations, hair color, heads etc.
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Fixing the level up effect so it makes all enemies flee temporarily when it happens.
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Making better use of the new cloud system so different locations can have different clouds. One idea is to use it for a fog like this:
Until next time!
- Timo
PS. This is how the villagers looked at one stage, looks ready for an Assassin's Creed :)
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