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July development log: perfecting the creature

This month we made a ton of progress on the fine details of the creature system — including special poses like climbing, tweaking odd size and part combinations, fixing physics issues, and improving combat.

Going into August, we’ll continue making some improvements to the character rig and ground collision. Polishing these was initially planned for later; however, to ensure that we deliver a great demo, we’ve moved them up.

[h2]Finished in July:
[/h2]
  • New creatures: geoduck and monkey (both ranged attackers)
  • Special setup for ranged attacks: rules around attacking near / far, attacking slanted surfaces like cliffs, and projectile trails
  • Switched up how we detect hits to be much more accurate
  • Fixed wing rotation to avoid clipping through torso
  • New attack VFX for all creatures (we switched from animations to a Trail Renderer)
  • Allowed arms or legs to ragdoll if they can’t reach the ground… by the way, this is hilarious:
  • Enemies: Fixed various navigation and behavior errors
  • Enemies: No more insta-aggroing the entire zone, and reset properly on player death
  • Enemies: Added combat music! Thanks to Donahue Industries for that.
  • Player creature: Added a summed stats panel to the evolve UI
  • Player creature: Fixed how some parts display in the UI
  • Player creature: Drowning when underwater


[h2]Coming up in August (partial list):[/h2]
  • Updates to rig and collision (already mentioned above)
  • Complete UI overhaul to replace our initial placeholders
  • Nailing down combat stats for initial creatures and enemies
  • Improving on ranged enemy attacks (melee comes first in this game, but ranged weapons do exist!)


See you for the next update!