Deer Hunting and AI
- Deer Added with LOD's setup
- Deer AI Functionality finished
- Deer spawners created - set to spawn deer in the absence of the player
- AI Fears radius of 2000 units affected by player noise
- AI Fear affected by other deers getting damaged or killed
- Max Flee distance of 4500 units added
- Comfort zone distance of 2000 units added where deer will continue to flee until satisfied
- Added blood trails and pooling blood for wounded dear
- Living and Dead Flesh Material / Resource type added
- GIB's produced when dead dear flesh hit with bladed Tool
- Player Noise affected by their speed
- Random deer has random max fear values so some are timid, some are more brave
- Everytime player kills a dear, default fear level of player is increased by all deer
- Deer will track player with their heads if they are not in an idle state
- Players can be spotted by deer visually
- Deer take damage from all weapons
- Bolts and arrows properly stick into deer
Game Mechanics
Movement
- Added DPad Hovermode - movement is touch sensitive instead of requiring player to press down on touch pad
- Added Joystick movement mode
Cart
- Contents of the cart are completely frozen when cart is being pulled
- Contents of the cart remain frozen for 1-2 seconds after player lets go of the handle to prevent stuff from falling off
- Hooks on cart refined but still has a bit to go
- Tools no longer slide off hooks when cart is let go
Basket and Belt
- Player Belt added - Tools and weapons can be attached and carried with you
- Basket Container added - can store 21 total resources or 7 of any particular kind
- Basket contents can be grabbed one at a time by reaching in and grabbing it
- Basket contents can be dumped out by holding it upside down for .75 seconds
Crafting
- Prices for blacksmith temporarily reduced for those players who lost progress
- Sparks added and tweaked for bloom and ignot impacts from hammer
custom sounds to indicate quality of the strike to ingots and blooms - Quenching now cools ingots and blooms off within 3-5 seconds
- Ingot now scales down immediately after first hit
- Anvil now locks ingot to prevent it from falling off
- Fixed bug preventing player from letting go of hammer near anvil
- Adjusted ingot colors to make it more clear when you go from optimal strike zones
- Sword Assembly system refined - still more to do
- When blade forged, sword parts spawned on table based on quality of blade
Misc
- Skelly smelter tutorial bug fixes
- Nav Mesh improvements
- Trees now have much less health and yield much less wood
- Added visual blink when teleporting
- Double pick up bug fixed with infinity pile
- Fixed bug where tools dropped with side buttons
- Disabled physics on tools attached to belt
Save System
- Trees and their state will be saved on quit and reload
- All items player is holding or has on belt will respawn at players feet on reload
- All resources lying around will be saved and reload where they were
- Basket and contents are saved upon reload
- Players location will be saved upon quit and reload
- VR Works functinality removed
- Temporal AA reduced significantly
- Menu options saved between levels and reloads
- Resources in infinity boxes, forge or smelter saved between reloads
- Forged blades saved between reloads
- Dear states, alive or dead, saved between reloads
- Progress through Skelly tutorial saved between reloads
- Weapon purchases saved between reloads
- All buildings will save properly when built after game reload
- Game autosaves every 20 seconds
- Game saves automatically when quit button used in menu
World and Player Changes
- All buildings removed from the starting map
- Archery range now buildable
- Horseshoe pit now buildable
- Player house now buildable and upgradeable
- Player cart now buildable
- Vendor cart now buildable
- Weapon stalls now buildable
- Fire sounds now properly loop
- Fixed typos in warning signs
- Blocking volumes adding to lake
- Blocking volumes refined around the edge of the map
- Blocking volumes refined to block players but not projectiles
- Skelly's quest changed to include cart and house
- Crossbows more expensive now
- Clean up of some unnecessary props
- Proper grip poses created for the hands when holding all crossbows
- Fixes to smelter collision
Performance
- AO maps from skylight pre-baked and static
- Shadow map culling in place
- Experimented with Distance shadows but later abandoned
- Player house made into streaming level and all lighting baked