This week, Sam’s been working on the pathfinding bug where characters get stuck on corners and hills. This problem is caused by a bug in Havok that we can’t access, so at the moment he’s just working on a way to work around it. There are a few problems caused by some bugs in the Havok library, so after the next update Sam will have to write his own movement system for the collision part of the pathfinding himself.
Chris and myself have been working on fleshing out the lore - the main factions, conflicts and positions on the map. Oli’s been making a few final rearrangements to the new world map and blending the biomes together to fit with the layout of the faction territories. We’ve also added a function to the dialogue system that allows unlockable conversations that will lead to ongoing/ continuing events with NPCs. Possible conversation spoiler A good example for this is a conversation where smugglers can develop crooked partnerships with corrupt gate guards.
Otto’s been working on a new race which we’ve temporarily called the Hive Men (you may have seen the concept art for them already).
Here are our very rough notes on them so far:
- Hive based, serve their queens. When a queen dies, the subjects all either die or become lost “Ronin”.
- All male, except the queen. Males are impregnated by the queen.
- No blood, they are “dry lubricated”, silicon based.
- Wider FOV angle due to eyes on side of heads
- Very skinny, low strength, high speed + dexterity.
- Their selfless loyalty to the hive and desire to work hard is enforced by the hive’s pheromones
- Known for being untrustworthy.
- Often merchants who sell produce for the hive.
- Ronin of lost hives become the more interesting individuals.
- Separate worker and warrior classes.
- Value the good of the hive above all else, personal benefit and safety is irrelevant.
- Soldiers/Hammerheads are the soldiers and enforcers. Dumb and aggressive. Shorter, bulkier and stronger.
- Workers/Tallheads are the workers, industrious, fast. Sometimes sent as traders for more dangerous jobs, because they are more expendable. Bonus to labouring
- Princes/Hivefaces are the high ranking smart ones- generals, diplomats, assassins, traders.
- Those that spend too long far away from the hive gain more free will and individuality. Some can die instead.
- They don’t have a concept of individual names
- Spent so long from the hive that they become free and individuals. Choose not to go back. “Defect” to freedom.
- The most existentially confused and depressed. More so than the Skeletons. Suddenly going from higher purpose to nothing but the self.
- Hammerheads are too dumb to get free, usually return because they just like having a violent purpose. Those that do remain free usually become bandits or mercs. Military won’t take them.
- Faces are designed to be away and independent for a long time, so they don’t have a problem, defecting to freedom is very rare.
- Tallheads are the usual, as they are smarter than hammerheads and more heavily controlled than faces.
- Tend to wander a lot, seeking purpose
The Shek (you may remember them referred to as bone people previously) will now be in game alongside the new human character models. The new models should reduce a bit of the CPU load.
Before we can release, the GUI and lighting just need fixing - at the moment, everything in game is completely silver until the shaders are fixed in DirectX11. Apologies for the vagueness on a finish date for this so far, we want to be 100% sure of a date before announcing.