Devblog #8
Graphics Improvements
Every surface has been given a lightly scratched fingerprint dusted appearance, an almost plastic toy like look. This was something I had planned out before I started working on Wild Omission, and it pretty cool to see it finally to finally see it implemented. I have also greatly improved the water shader, and the placeholder block-out models have been mostly replaced with proper models

Grueling Refactoring
It wasn't too long ago that I learned about modules in Unreal Engine. They are a great way to keep code organized, and enforce dependency standards. However, Wild Omission wasn't made with modules, but I realized sooner rather than later I needed to convert the code base into modules. So I have been doing that for the past week (which is why there isn't much to show this week). This will make almost no changes that effects players, but it will make my life developing the game much easier. This ate up most of development time this week, but hopefully for the next devblog I'll have some much more exciting things to talk about.
