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KoboldKare Update 30.6.2020 (AI update)
🕑 Added 2020-06-30 07:27:48 +0000 UTCSorry I've been so quiet about this update, most of my time was spent trying to home-grow my own behavior tree system for AI. (Technical post soon.) I also spent a lot of time developing a conversation system and dealing with a bunch of bugs that were slightly outside of my control. Anywho I still managed to get some stuff done and I think it's ready to show!
- A dialogue system! The super market sheep now has dialogue and a tiny completable quest (Press E to talk).
- Small button prompts appear near the cursor when you're near contextual actions.
- Kobolds now all have their own player controller, and can walk around, do actions, jump, and are still very dumb. They'll get smarter as development continues...
- Kobolds will path home when night falls, this currently doesn't happen during the time-skip so you'll still have to gather them up if you're going to skip the day.
- Unity update to the 2020 beta! This might fix some crashing issues for some people. (This also makes it so animation overrides work again).
- Music is now used very sparingly, still needs work but now it doesn't just loop the 7 tracks or so over and over.
- Some minor graphical improvements (floating dust is more dense, soft body physics are more synchronized with character movement, walking dust is now visible (again), some minor character retopology and weight painting).
- New flamingo character for the casino, doesn't have any dialogue or AI yet, but will soon!
I also spent some time this month commissioning my friends to help with writing, audio design, and some world-building. Over the next month or so their work should start trickling into the game.
Comments
Slikfiji
YAY!