Update 05/08/2015 - Update
Good morning fine folks !
I'd like to apologize for the later than usual update. I've upgraded to Windows 10 and migrated the project over to Unreal Engine 4.8.3, some house keeping was necessary to get things working smoothly but it's done now.
[Testing Instructions]
A very important notice. When you want to try out the latest build when it goes live , please be sure to uninstall the game through steam and re-install it. That way you are getting a clean install of the build without any remnants of the old one to cause issues.
[Basic Graphics Settings]
I have added a few graphical options to the intro screen. Once I've rebuilt the menu system I will make a full set of graphics options available to you fine folks. For the time being this should help things run a little smoother on older systems.

[Inventory]
I have put more work into the inventory and it now supports automatic stacking, each stack has a limit of 64 for the time being and if a stacking operation results in an excess the excess will be created as a new object with the proper stack count. There are still some bugs/exceptions that may cause items to disappear if the inventory is full , I'm working on a solution for this.

[Time Of Day]
The next thing I did was fix the time of day, I rewrote the system from the ground up inside of the GameState. This allows for Day/Night cycles to be synchronized between the server and the clients. The day is split into Dawn,Morning,Noon,Dusk,Night and Midnight and can be used to govern the behavior of AI,events,loot spawning and environmental conditions at different times of day.



[Landscape and Water]
As part of house cleaning the previous landscape has been re-built , this time it uses LODs for distant parts of the terrain. This has improved the frame rate significantly. I have also done some work on the old water shader that I had implemented originally. Its not spectacular and shaders certainly are an area in which I need improvement. It should however do for the time being and can be re-done later on.




[Multiplayer]
The work that I've done this week has also ensured that things are ready for multiplayer testing. Over the next week I will be putting together the various elements required for Online connectivity and basic player-player interaction.
[Conclusion]
Once this is set up and tested on my end I will make it available for you folks to test out. For the time being though, won't you try out the latest build of the game and leave feedback in the discussion boards ?
Best Regards
MrNexy
I'd like to apologize for the later than usual update. I've upgraded to Windows 10 and migrated the project over to Unreal Engine 4.8.3, some house keeping was necessary to get things working smoothly but it's done now.
[Testing Instructions]
A very important notice. When you want to try out the latest build when it goes live , please be sure to uninstall the game through steam and re-install it. That way you are getting a clean install of the build without any remnants of the old one to cause issues.
[Basic Graphics Settings]
I have added a few graphical options to the intro screen. Once I've rebuilt the menu system I will make a full set of graphics options available to you fine folks. For the time being this should help things run a little smoother on older systems.

[Inventory]
I have put more work into the inventory and it now supports automatic stacking, each stack has a limit of 64 for the time being and if a stacking operation results in an excess the excess will be created as a new object with the proper stack count. There are still some bugs/exceptions that may cause items to disappear if the inventory is full , I'm working on a solution for this.

[Time Of Day]
The next thing I did was fix the time of day, I rewrote the system from the ground up inside of the GameState. This allows for Day/Night cycles to be synchronized between the server and the clients. The day is split into Dawn,Morning,Noon,Dusk,Night and Midnight and can be used to govern the behavior of AI,events,loot spawning and environmental conditions at different times of day.



[Landscape and Water]
As part of house cleaning the previous landscape has been re-built , this time it uses LODs for distant parts of the terrain. This has improved the frame rate significantly. I have also done some work on the old water shader that I had implemented originally. Its not spectacular and shaders certainly are an area in which I need improvement. It should however do for the time being and can be re-done later on.




[Multiplayer]
The work that I've done this week has also ensured that things are ready for multiplayer testing. Over the next week I will be putting together the various elements required for Online connectivity and basic player-player interaction.
[Conclusion]
Once this is set up and tested on my end I will make it available for you folks to test out. For the time being though, won't you try out the latest build of the game and leave feedback in the discussion boards ?
Best Regards
MrNexy