Development Digest June 10th - 17th
Happy Friday Friends!
You responded last week to what you wanted to see and I come with pictures this week!
So first off, here is one of my favorite new houses. It's called Crafter's Lodge and features a fenced in area. Here's some different shots around and inside the house:

Next, I wanted to share just a few of the plushes I made. I have more than this and more in mind to make, but we'll see how many I end up with!

Moving on to furniture, Michael is still making a lot of it, but here's some furniture from The Eyre:

And Soupy is working on different pottery decor (I may steal some for furniture!):

If you've missed the Behind the Curtain streams on Discord, here's just one of the things that was worked on today:

Around this area will be these guys:

but I wonder what other creatures lurk around here? There was a sneak peek on Discord today, but other than that you'll have to wait to see!
Alright onto the more technical aspects. Here's a snippet from Michael:
Last week I began work on a blueprint we're calling the "Corruption Event Manager" which handles loading and unloading levels for a new system in Windless Woods.
Windless Woods introduces a mysterious plague that is spreading throughout the zone and if left unchecked, the world. Around the zone there are several spots that have a chance to spawn large corrupted thorns as well as evil Shade creatures who seem to draw power from the corruption.
The corruption manager keeps track of all of the Shade spawners it creates and whenever one is cleared, it triggers an effect to sink the thorns back into the ground and unload the level, adding it back into the shuffled queue to spawn again after some time.
The system is a pretty fun new addition to the game and gives the Windless Woods a totally new feel and even a sense of danger, considering these enemies are the most challenging in the game so far. We can't wait to see if you can clear all the corruption from the woods.

And a snippet from Louis:
Hello! Louis here, to check in with some updates from the programming side of things. A big focus this week has been an overhaul to our damage calculation and how it's handled in multiplayer. I've put together a "payload" system, which packages all the relevant damage data into a neat parcel before sending it across the network. This ought to fix some of the lesser-known (but still annoying) bugs once we get it patched into our existing weapon types, but most importantly it's an integral part of the new magic system we're building. This week has also been the first time our three-hit combo system has been hooked up - it still needs some tweaks to damage and timing, but it's feeling great so far.

And there we have it! A little bit of everything. There's still more enemies I haven't shared and furniture being made. This update is huge, to say the least.
See you all next week!
-Janna
(P.S. Here's a little blooper while the wasps were getting their AI working)

You responded last week to what you wanted to see and I come with pictures this week!
So first off, here is one of my favorite new houses. It's called Crafter's Lodge and features a fenced in area. Here's some different shots around and inside the house:




Next, I wanted to share just a few of the plushes I made. I have more than this and more in mind to make, but we'll see how many I end up with!

Moving on to furniture, Michael is still making a lot of it, but here's some furniture from The Eyre:

And Soupy is working on different pottery decor (I may steal some for furniture!):

If you've missed the Behind the Curtain streams on Discord, here's just one of the things that was worked on today:

Around this area will be these guys:

but I wonder what other creatures lurk around here? There was a sneak peek on Discord today, but other than that you'll have to wait to see!
Alright onto the more technical aspects. Here's a snippet from Michael:
Last week I began work on a blueprint we're calling the "Corruption Event Manager" which handles loading and unloading levels for a new system in Windless Woods.
Windless Woods introduces a mysterious plague that is spreading throughout the zone and if left unchecked, the world. Around the zone there are several spots that have a chance to spawn large corrupted thorns as well as evil Shade creatures who seem to draw power from the corruption.
The corruption manager keeps track of all of the Shade spawners it creates and whenever one is cleared, it triggers an effect to sink the thorns back into the ground and unload the level, adding it back into the shuffled queue to spawn again after some time.
The system is a pretty fun new addition to the game and gives the Windless Woods a totally new feel and even a sense of danger, considering these enemies are the most challenging in the game so far. We can't wait to see if you can clear all the corruption from the woods.

And a snippet from Louis:
Hello! Louis here, to check in with some updates from the programming side of things. A big focus this week has been an overhaul to our damage calculation and how it's handled in multiplayer. I've put together a "payload" system, which packages all the relevant damage data into a neat parcel before sending it across the network. This ought to fix some of the lesser-known (but still annoying) bugs once we get it patched into our existing weapon types, but most importantly it's an integral part of the new magic system we're building. This week has also been the first time our three-hit combo system has been hooked up - it still needs some tweaks to damage and timing, but it's feeling great so far.

And there we have it! A little bit of everything. There's still more enemies I haven't shared and furniture being made. This update is huge, to say the least.
See you all next week!
-Janna
(P.S. Here's a little blooper while the wasps were getting their AI working)
