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March 18, 2025

Project Arkavite [0.6.1-E3]

Hey everyone. A new experimental build has arrived!
• Download [0.6.1-E3]
• Full Changelog

First and foremost, I’ve made some extensive locomotion upgrades.

  • Player can now mantle over walls

  • Player can now roll (note, invincibility frames are not currently implemented)

  • Player can now crouch and sneak

  • Player will now break their fall with a roll when falling from medium heights

  • Player will now ragdoll and take damage when falling from great heights. Items currently held outside the player’s inventory (i.e. swords, guns) will be dropped upon impact. As of now, the player will only receive a tick of fall damage. I will introduce more sophisticated fall damage calculation in a later update.

  • Standard movement speed is now a light jog. You can sprint by holding the SHIFT key. LALT will toggle walking.

  • Player locomotion animations have been updated. In earlier iterations we had more of a distinction between feminine and masculine animations. That has been brought back to a degree. Feminine and masculine style of locomotion will now be switched between automatically based on player hip width. We may later make this something more archetype based, or allow the player to pick the style of movement themselves, at any given time.

  • Movement responsiveness greatly improved. The player will now start moving and stop moving a lot quicker.

  • Player will now automatically orient themselves to face the locked on entities.

  • Turn in place animations improved. 

Next we have some camera updates~

  • General stability and easing improvements.

  • Camera will now be angled to the side of the player by default. The camera can now switch between one of three positions by pressing C (right shoulder view, left shoulder view, and player centre in screen view).

  • Added basic first person view mode.

  • The lock on system has been rewritten. The marker smearing issue has been fixed. Markers now remain at a fixed scale regardless of enemy distance. I have fixed the issue where locked on enemies were not properly centred on screen. This issue made locked on enemies difficult to shoot. 

Trait Updates

  • For [Auxiliary Systems], I have simplified the energy bonus perk. Items consumed while above half health will give a 10% energy bonus. If your health drops below 50% while the item is still being digested, the energy bonus will be retained. The trait wording has also been updated to clear up any ambiguity. The inventory stats bars will now display [item energy + the player energy bonus].

UI Updates & Fixes

  • Fixed a bug where entity HP values were not being clamped on initialize. This issue would result in cases where you could have a default HP value greater than the HP cap, which would in turn cause the player to seemingly take no damage the first time they are hit.

  • Added automated icon rendering for non-apparel items, and updated the icon rendering system to generate icons with transparency. The following items have had their icons converted to 3D renders: Mino Milk, Choco Mino Milk, All Health Potions, All Poison Potions, All Arka Potions, Moella, Taiyaki, Tomat, Mino Cheese, Bunki, Hikabu, and The Archive of Veili Havera.

Map & Enemy Updates

  • Removed perspective test map.

  • Updated the test chamber level

  • Increased slime jump height and attack duration, making them a lot more forgiving and actually possible to dodge now.

  • Replaced volumetric clouds with more performant and better looking sky sphere.

Modelling & Other

  • The following items now have physical in-game representations, and can be dropped from the inventory; Mino Milk, Choco Mino Milk, All Health Potions, All Poison Potions, All Arka Potions, Moella, Taiyaki, Tomat, Mino Cheese, Bunki, and Hikabu.

  • I’ve added mesh culling system to socks. This is a test I'm running for future mesh development to see if we can reduce the likelihood of inner layers clipping into upper layers. I am working to better standardize the layer system so we can simplify player models and reduce poly count.

  • Fixed boxers clothing material (lighting issues caused by missing normals)

  • Made a clearer distinction between hitboxes and hurtboxes on entities. Updated player hurtboxes to better conform to the body.