Polishing and Bug Fixing
Welcome Pioneers to the 24th episode of Weekly Apart, our (mostly) weekly dev blog/newsletter in which we keep you posted about the state of development of Dawn Apart. Lately we've been doing A LOT of bug fixing and polishing to give you the best possible experience when you'll be able to check out our upcoming demo (more info on that in the next few weeks). Most of the issues we fixed seem like minor details but in sum they'll make a huge difference in terms of the overall gameplay experience.
But before we start we'd like to give a shout out to the many new pioneers who joined our mining operation thanks to our participation in Steam's "Games made in Germany" sale, which ran parallel to the Steam Next Fest - but nevertheless netted us a considerate number of new wishlists and followers. Welcome to Aurora and make sure to follow us on our socials and join our Discord server!

[h3]More realistic walking animations[/h3]
See how Pioneer Isabella is setting her foot on Aurora's surface and claiming the planet for the human race? That was made possible by the awesome power of triangles in the form of two bone Inverse Kinematics. Previously we did some tests with procedural humanoid movement, and while that didn’t work out, we finally brought some of those older systems forward to play nicely with our animation systems - Meaning the engineers and marines aren't floating over the ground anymore and will actively try to ground their feet onto the dynamic terrain.
And speaking of walking, selecting groups of pioneers and having them move to a particular place on the map (for example when drafting them for an incoming It'ak attack) now looks way more natural as they gather in a formation rather than elbowing their way to the same spot like a pack of sardines trying to fit into a phone booth.
[previewyoutube][/previewyoutube]
[h3]Quality of life fixes[/h3]
Other updates include updating how Inverse Kinematic hand targets work for weapons or items the pioneers are carrying, giving wildly better results than strictly canned animations.. They also now respect stairs and ladders and will actually use them to reach higher factory floors. We also further refined our conveyor belt logic inside factories - conveyor belts that are placed near walls now behave as expected instead of phasing items through solid matter.
We are also in the process of implementing the event modal controller, which pops up in the upper left side of the screen and keeps you up-to-date on all the stuff that is going on in your factory and beyond - whether workers fleeing from the compound because they can't stand those graveyard shifts anymore or the Kobayashi-Schwarz Corporation increasing the Lucrum quota again.

Scheduled for the coming week, among other things, is to refine our Agent Priority Logic and create an editable schedule for the colonists and how different moods, states, and activities reinforce and influence each other. As you can see there is still a lot on our plates so we better get back to work. See you next time!
But before we start we'd like to give a shout out to the many new pioneers who joined our mining operation thanks to our participation in Steam's "Games made in Germany" sale, which ran parallel to the Steam Next Fest - but nevertheless netted us a considerate number of new wishlists and followers. Welcome to Aurora and make sure to follow us on our socials and join our Discord server!

[h3]More realistic walking animations[/h3]
See how Pioneer Isabella is setting her foot on Aurora's surface and claiming the planet for the human race? That was made possible by the awesome power of triangles in the form of two bone Inverse Kinematics. Previously we did some tests with procedural humanoid movement, and while that didn’t work out, we finally brought some of those older systems forward to play nicely with our animation systems - Meaning the engineers and marines aren't floating over the ground anymore and will actively try to ground their feet onto the dynamic terrain.
And speaking of walking, selecting groups of pioneers and having them move to a particular place on the map (for example when drafting them for an incoming It'ak attack) now looks way more natural as they gather in a formation rather than elbowing their way to the same spot like a pack of sardines trying to fit into a phone booth.
[previewyoutube][/previewyoutube]
[h3]Quality of life fixes[/h3]
Other updates include updating how Inverse Kinematic hand targets work for weapons or items the pioneers are carrying, giving wildly better results than strictly canned animations.. They also now respect stairs and ladders and will actually use them to reach higher factory floors. We also further refined our conveyor belt logic inside factories - conveyor belts that are placed near walls now behave as expected instead of phasing items through solid matter.
We are also in the process of implementing the event modal controller, which pops up in the upper left side of the screen and keeps you up-to-date on all the stuff that is going on in your factory and beyond - whether workers fleeing from the compound because they can't stand those graveyard shifts anymore or the Kobayashi-Schwarz Corporation increasing the Lucrum quota again.

Scheduled for the coming week, among other things, is to refine our Agent Priority Logic and create an editable schedule for the colonists and how different moods, states, and activities reinforce and influence each other. As you can see there is still a lot on our plates so we better get back to work. See you next time!