
Welcome to our second devlog. We've got some new UI systems to show off. Check it out!
Recent Progress
Widget Tree Framework:
We put in some extra effort to create our own little widget tree framework so controller bound players can quickly step back and forth between menus. This framework should allow us to create child and sub menus pretty easily for the whole game.

This is an example of what a menu with submenus in the hierarchy could look like using this framework. It allows a user to step up and down the tree with the press of a button. (For a PS4 controller it would be Circle to go up and X to down)
Pause Menu:
A simple little pause menu. It's definitely not final, but it's functional and serves its purpose.

Control Settings Menu:
We started making the control settings with controller rebinding support as well. It's also not final either. Still under development with many more settings in the works.

Container Inventory Preview
When you hover over a container with items in it, a small preview of it's contents will be shown on screen. You can also grab the items straight from this menu. (If there's room in your inventory)

(Similar to a certain game containing vaults)
Next Month's Focus
Some features listed won't necessarily be fully completed within' the month and could take up to several months to be finished or even functional. It's just what we're focusing on the most this time.
Maps
- Swamp Map
- Player's Main Base (aka 'The FOB')
- Farm
User Interfaces
- Quick select and favorite weapon system
- Tablet interface (contains a map view, inventory management, remaining objectives)
- Animated health bar for currently targeted enemy
AI Improvements and Features
- Kidnap a player back to a location
- Can be Nocturnal
- Lay traps on the ground for players
- Lure players toward the Monster by sound or effects
- Ghost can use teleporting
- Monster can be baited with food or some item
- A Day Out Crew
If you want to track the progress more closely, watch our Trello!
