Patreon Development Update 06.03.2023

Hey everyone, we hope you had a great start into the new week. This is the post for last week since we didn’t manage to post the weekly patreon dev update on friday :)

Level: The great replacement is still ongoing. We are removing placeholder elements and replacing them with their final models and reshaping the world where necessary. The current focus is the grassland region from seaside to the Alphacamp to Umbar.

We are also working on dense foliage area performance research and testing it on the Worldmap V3 to increase performance.

We are happy to welcome a new developer into the team, some of you may know her by her artist name: Darkest Desire. She will be joining our level department as a level designer and help make the landscapes and towns of Kerpal as pretty and lively as possible.

Code: The Poser now has an event receiver to change any parameter in its options. Additionally, it has been made simpler to address the parameter you want to change with new tooltips when hovering over its name. You can also copy the parameter ID by clicking on its name.

The structure of sex scenes and poses is currently being changed: The sex scenes and poses themselves will not contain characters anymore, and will instead spawn separate characters visible in the outliner. This makes editing attachments for characters and visibility events much easier and also allows moving the characters in the sex scene independently from each other.

We implemented a first iteration of open world navmesh using Unreal’s world partitioning system. Next step will be allowing the AI to navigate to a destination for which the navmesh is currently unloaded.

Character: Final design iterations have been done on the general faction outfits and will soon begin production.

We finished a male version of the exotic dancer outfit, as well.

Animations: Svenni’s arm has been patched up, so development on Koodie Minigame is well underway again :)
We are also working on the basic animations like movement and idles for the Feral Bull enemy creature.

Design: This week we spent some time on the Adûn blockout as well as some Pearl Village design iterations, and going back and forth on Warrior Village stuff too. Also looking at Umbar set dressing / environment design.

Another important design task this week has been further work on AI LODing and navigation outside of processing range. Meaning how does AI for distant NPCs work in a resource effective way while ensuring the world outside of the player’s processing range does not feel like it’s standing still.

Thank you for all your continued support,

-Wild Life Team



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