naelstrof
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KoboldKare Patch 30.5.2020
🕑 Added 2020-05-31 01:19:33 +0000 UTCA new KoboldKare patch available on Steam right now! Still lots to do, but I did some world-building and plopped some characters into the scene. I'm going to be working on NPC interaction and AI next. (Sorry, the Kobolds will still be as dumb as rocks for a while).
Also, for those of you who have been having crashing trouble. Try the "without_optimizations" build in the beta tab. It should help.
New Features
- House has been replaced by some brushwork, it looks a bit nicer but still isn't finished.
- Basic brushwork for a city has been put in place, it's still a WIP but it should give some stuff to explore and an idea of how some city buildings might work.
- Two new characters have been made and put into idle poses in their respective buildings. (NPC interactions coming soon!)
- Audio reverb zones have been set up, different rooms and building locations should have a noticeable difference in audio reverb.
- Many textures have been replace with procedural textures, they still aren't generating at runtime, but as soon as a bug in Substance's Unity plugin is fixed, we'll be able to have a LOT more high-res textures without taking up lots of data.
- Fruits all now have random sizes and contain coherent amounts of juices.
- Kwicc n' Thicc has been replaced by a generic super store, the store re-stocks each day with a certain amount of goods.
- New main menu, it doesn't have any tessellated geometry or any complex parts. This should make it easier for lower-power hardware to at least reach the options.
- Penetration physics are now fully physical, this means knots "pop", and more complex physics interactions can be had. Needs a bit more work still, but the physics seems to come up with reasonable solutions.
- The day night cycle is now linear (before nights used to be about 25% of a full day) This should allow users to stay up later without being surprised at the speed increase.
- Kobolds now have random proportions! They can be really short/stocky with a big butt, or really lanky and top-heavy. It's all random!
- Timed the day change during the fade-out so it's harder to tell the game froze while generating kobold proportion meshes.
- Decals can now affect the player.
Optimizations:
- Kobold proportion generation has been threaded.
- Reduced max world decals from 1024 to 256, should help people who had low fill-rate speeds.
- Animations are now played on physics, this makes them a bit more jittery but it's also required for the physics to work well.
- Replaced lots of hand-crafted materials with procedural ones, I have yet to reap the full benefits from this but instead of having around four 2k texture maps per prop (~20mb), there'll be a single 16kb file that generates the textures on runtime. This'll let me use a LOT more textures, and a lot more detailed textures without impacting hard-drive space soon.
Comments
Naelstrof
Yeah, it's on the back-burner for now. NPC interactions and an audio pass is next.
Slikfiji
eeexcellent
Well done for investing and lots of success and really invested and excellent quality
Connor Jones
Still working on an in-game way to track what 'products' effects are on the Kobolds, I take it?
Impulse-8
Good stuff