November Update
Hello everyone, this month I've been able to get a lot done on the game. I decided to take a step back and make a list of the most important things to get done. I've been working through that list and have been thinking about what would be best for the gameplay and longevity of the game. In some cases this meant changing how some things work but I think it will all be for the best.
[h2]New Features:[/h2]
[h2]Improvements:[/h2]
[h2]Adjustments:[/h2]
[h2]Fixes:[/h2]
[h2]New Features:[/h2]
- Player Abilities, unlock up to 3 different slots for swappable attacks and abilities. The first slot is unlocked automatically upon hatching, the second slot unlocks when reaching the sub-adult growth stage, and the third slot unlocks when reaching the adult growth stage. The attacks and abilities pool is very limited for now, more will be added in the future for the different species and different types of gameplay. Eventually you'll be able to spend evolution points to unlock more attacks and abilities, and this progress will be saved for each of your creatures.
- Added an XeSS-Upscaler to the game, which can improve FPS by more than 100% in some cases.
[h2]Improvements:[/h2]
- Upgraded the project from Unity 2022.3 to Unity 6.
- Permadeath Mode or Hardcore mode has been removed from the game. Every time one of your creatures builds a nest that species gains a nest point. When your creatures die, in order to play them again you need to have at least 1 nest point because it costs 1 nest point to revive that creature and play them again.
- Redesigned gameplay HUD.
- Now, when your creature grows to the next growth stage, if you are showing overhead health-bars/food-bars they will refresh, just in case your diet changes and you need to see different bars.
- Now, the tab menu is opened with the tab key and if you press the tab key again it will cycle through the different tabs. You need to close the tab menu with the escape key now.
- Weather randomization has been enabled for all maps.
- Adjusted all LOD Groups for all creature species so they'll look better closer to the camera.
[h2]Adjustments:[/h2]
- The player's creatures can no longer be elder growth stage. If any of your creatures are elders they will be converted into adults upon them entering the game. The elder growth stage can no longer be reached by players. It is reserved for the AI for now. Your creatures can still continue getting larger after becoming an adult.
- Gave all creatures 10x more stamina to be able to sprint longer.
- Bulkier herbivores can now sprint at 4x their walk speed, up from 3x.
- All creatures walk, run, and sprint 1.5x as fast now.
- Creature speed after adult size 1.0 now scales based on their larger size.
- Made flying creatures able to fly faster. You still need to hold shift and press the spacebar multiple times to fly faster.
- Creatures will now get hungry and thirsty less often. Adults every 60 seconds, sub-adults every 45 seconds, juveniles every 30 seconds, and hatchlings every 15 seconds. Every time they get hungry they lose 1% of their total food or thirst.
- Creature AI are once again getting hungry and thirsty and will lose health when starving or dehydrated and can eventually die from those conditions.
- Creature AI carnivores will only hunt if their food is below 75%.
- When attacked, carnivore AI will flee if below 30% max health.
- When attacked, non-carnivore AI will flee if below 30% max health unless it is a defensive creature, then they will flee if below 15% max health.
- When looking for a target to attack, carnivore AI will not attack if they are below 60% max health.
- When looking for a target to attack, non-carnivore AI will not attack if they are below 60% max health unless it is a defensive creature, then they will not attack if they are below 30% max health.
- Creature AI can now regenerate health over time.
- Now, when a creature attacks another creature, the attacker will gain more interest in their target. This is so when a new target comes into range the attacker will not switch to the new target until it is done with the first target.
- Players can now hurt their own species by attacking them.
- Item quantity text is now larger.
- Increased the volume of the ambient sound manager.
- Removed the Task Reward "Level Reduction".
- Made jumping for aerial creatures resemble takeoff and soaring, you'll still need to jump once in the air to start flying.
[h2]Fixes:[/h2]
- Creatures no longer fly high above the water when swimming.
- Player nests are now being built at the player creature's location.
- Footstep sounds are once again working for the player and other creatures.
- Fixed a glitch where you couldn't click the "Continue" button after selecting a creature from your creature list.
- Creatures are no longer increasing their flesh toxicity while they are alive, only after they die.
- Dead creatures are once again showing their corpse-bar.
- The rocks and bones in the Great Sands map are no longer glossy.
- Creatures will now flee from or defend against other creatures.
- Creatures will now attack their attacker if not fleeing.
- Attack and kill tasks are once again working for the player.
- Some creatures weren't registering as the proper food type, "Fish, Meat, Insect".
- Smaller creatures that just spawn into the game should no longer appear to be floating in the air until you get close to them.
- Creatures should no longer sink through rocks when standing on them while also standing above water.