Development Update 40:Hardland was Greenlit in four days! Thanks DeadAlienCult, justincavenagh and everyone else who voted!
Mere_Monkey, ephoete and Green Gospod: Thanks!
NEW GAMEPLAY VIDEO BELOWIlmari Tiitinen composed the first ambient track of music and it can be heard in the video! On the audio front we've also got the basic sound system in place. Temporarily we're using placeholder sounds from our earlier games as we finalize the audio systems. For example it's still missing the ability to fade by distance. That's why in the video you hear these seemingly random loud voices. Once Tapio Liukkonen gets going with his sound fx magic it will sound a ton better and more consistent!
TECHNICAL BREAKDOWN OF THE VIDEOWe've listened your feedback on combat animations and the whole animation system is in process of getting a big upgrade. In order to sell the "impacts" we also added dynamically created weapon trails which adds lots of motion to the strikes.
(screenshot of weapon trails) New enemies: Skeletons can have different armor and weaponry, they come in many sizes. Some of them are weak, some are headless, some are huge like the Skeleton Champions.
(concept art) Enemy AI has received a large overhaul: their combat behavior is much more natural as the enemies move around the player and pick their shots.
In addition to turning heads and eyes characters can now turn their upper bodies towards points of interest. In combat it improves the overall feel when characters have a better ability to look at each other.
ITEMSItems can be switched and they all have unique properties: damage, special spawns, armor and physical size which determine the exact hit area. Players can pick up characters, gravestones, vases, pretty much everything. All that stuff can also be thrown and broken - lifting and throwing stuff expends stamina so player has to be careful when trying to lift heavy objects when in combat.
ITEM SLOTSItem slots are working, characters drop all their items once they die. The slot list: BeltItem, Body, Hat, Knee_L, Knee_R, Mask, Shoulder_L, Shoulder_R, Weapon_L, Weapon_R and two ring slots.
Texture streaming works and we're using texture compression as well to make it run faster.
For footstep sounds were using sensors which are attached to both feet and once the sensors make a contact with the ground the system plays a footstep sound. It works pretty well even for complex feet motions.
INVENTORYInventory screen has more features and is starting function like it's supposed to.
Visually it's still very ugly but don't worry - it'll look great once finalized:
It should end up looking more like this mockup:
Dodging and blocking are some of the things we're currently improving. Both will probably be connected to the stamina. You can see experimental version of the blocking animation in the early part of the video.
MAIN MENUMain menu now has graphics options you can choose from, music and sound fx sliders, invert mouse, invert pad etc.
ICONThere's an actual application icon:
"History Channel" look-a-like and the chicken version didn't work out.
Latter is fun but feels a bit too much like the Farming Simulator