About Pre-Alpha v | 0.1 + Hot Fix v | 0.1.0.5
Hey there! Years of silence have come to an end and I'm ready to share what I've been working on these months.
First, let's talk about the key changes in Pre-Alpha 0.1
Updates
Allied bots, acting as slaves, who can be useful for resource gathering or defending your hideout. The way to activate a slave is as follows: on the map, you can encounter lost souls from time to time, and you need to return their head, creating a slave tag from it. Afterward, you'll be able to issue commands to them.
New anomaly "Ghost Train." Occasionally, at midnight, a train arrives on the map, bringing lost souls. Currently, this is random, but I'm considering making it arrive on specific days, like every 5 days, and bringing lost souls and possibly new resources with parasites. Let me know what you think about this.
Level Editor - now you can place new objects on the map, thereby enhancing it with new details. If this mode becomes popular, I'll add more objects and features in the future, including scripts, parasite spawns, and more. Share your screenshots, and the best works will be added to the main game.
The improved fence placement system is back. Now, the system calculates the number of logs in the fence and combines them during construction. These groups are then archived into instances, making this system more efficient. As a result, you can build fences using individual logs, rather than whole, as before.
The electricity system has been completely overhauled. Generators now produce a specific amount of electricity. So, when connecting any electrical structure, the supply will deplete. Eventually, you'll need to build additional generators to power your shelter.
Updated map
Now physics will be turned off forcibly and not when falling asleep as before. (This will allow you to more accurately save the position of objects and optimize some scenarios)
Arrows now stick into trees and will retain their position when loading into a level in the same place.
The torch can now be picked up from the ground if there is no space in your inventory.
Hints if you are spotted by an enemy
New portable resource (slave)
New items (blacksmith's bellows, men's slave clothes, vibrator)
More intuitive cable pulling (later adding a hint to which building the cable can be attached to)
New water for mountain rivers and waterfalls
Many systems have been rewritten for possible replication
New optimization system for AI C++
Changes
Reduced HP for rabbit
Interact Key Hints
Additional checks in different places to prevent bugs
Now to build a blacksmith you need 2 slaves
Changed grass material, grass now casts soft shadows
Changed the color scheme of the vegetation, making it more autumnal
Fixed errors in French localization
All caves except the starting one have been sent for reconstruction (Will be available again in the next updates)
Bugs fix
Resources may have been removed during transport
During the parasite's spawn, the helmet could fly off on its own and remain there forever
It was impossible to add resources to some buildings due to which they could not be built
After reboot, the burning fire could not be put out
Very often, items fell through the landscape when they were thrown out of inventory.
Geiger counter did not respond to anomalies
Falling tree only deals damage to the player
Sometimes items dropped in the wrong location after being thrown out of inventory
The sound of breaking stone did not fade away at a distance
It was possible to lift portable resources while in a backpack pose
With certain actions, sometimes it was possible to start climbing into the cave from the other end
With certain actions, it was sometimes possible to interrupt the animation of leaving the cave, causing the game to think that you were still in the cave
The rabbit carcass caused damage to the character if you tried to dismember it
Blocking continued to work even if stamina ended
Fixed interaction problem with cave exit/cars
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This completes the updates. Now let's talk about experiments, one of which is already available in this update.
Multiplayer - In a short time, I managed to replicate some systems, including:
Full mobility
Interaction with inventory
Changing clothes
Item trading
Cheat menu
Interaction with backpack, watch and notepad
Food consumption and item use
Combat and blocking mode
Entire user interface
Various animations, such as breathing and footsteps
Tree cutting
Resource collection and transportation
Damage reception
Bleeding
Overall, could have continued working on this in the same spirit. However, I encountered an optimization problem.
Currently, it's the bottleneck that needs to be eliminated first to continue working on further replication. The primary step is rewriting complex logic in C++, and much of it has already been rewritten. Once this phase is completed, I will focus on further profiling and hopefully get back to working on the multiplayer in the near future.
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New character customization system - this is probably one of the most important changes coming soon. To achieve this, I had to completely replace the character's skeleton, his mesh, and abandon some previous developments. But in the end, I think it was worth it.
New skeleton
New highly detailed mesh with honest genitals
15 hairstyles (If my memory serves me)
7 types of eyebrows (If my memory serves me)
Lingerie set
A lot of morphs (sorry, I don’t want to count the exact number)
Unhappy animation
New map for character customization
New UI for character customization
What else needs to be added:
It is necessary to completely replace the skin material, add the ability to customize cosmetics, and add scars - tattoos.
Replace all existing clothing with new ones and add clothing damage masks.
Also have to modernize the clothing tearing system itself, taking into account future changes that I want to implement. Namely, the support of all clothes for jiggle the butt and possibly the hips.
A new breast physics and the influence of clothing on various parts of the body.
Fake simulation of the character's muscles to avoid mesh deformation in places where the joints flex.
A demo version of character customization will be available already in pre-Alpha 0.1
Where you can just get acquainted with this update, without the opportunity to play for this character in the future. You can enter the demo level using the cheat console. Press (Enter)
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NSFW Content - About a year ago, I experimented with this, but I was always hindered by the lack of well-modeled genitals on the character model. At this point, that inhibiting factor is gone, and I'm open to experimenting in this direction.
Therefore, I am launching a new funding goal of $1000 per month, after reaching this goal, I will begin to actively introduce NSFW content into the game.
So if you are truly interested in this, please consider contributing to this goal. Thank you.
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And finally, important news for all interested and current patrons: Pre-Alpha 0.1 will be the last, subsequent updates with a new character customization system, possible NSFW content and other changes will already be an alpha version available at the "The Seed of Parasite" level. Please take this point into account. (If plans change before Alpha releases, I'll let you know)
This is the end of the news, Thank you very much for waiting and for your support. Peace to you. ❤
Pre-Alpha Hot Fix v. | 0.1.0.5
If you had a torch with a melee weapon in your hands, when putting away and taking out the weapon, the game continued to think that you only had a torch in your hands
It was impossible to build custom structures
Some blueprint functions were translated into C++ (for the sake of optimization)
The character is now looking at the camera
The character now only covers his naked body parts when the camera is looking from the front
Fixed crash 0x00000000000000008
Expanded graphics settings (you can now turn Lumen on or off, change the shader version, the global illumination setting has returned and a couple more settings)
Added vulkan support
Added facial animations for parasites
Preparations have been completed for the transition to the new version of the engine 5.3.2
Pollen is no longer an indicator of radiation zones
The male runner's voice did not play when taking damage
The map has been changed and some improvements have been added
If you turned away and turned around, the parasites could have fallen underground at that moment
Sometimes a rag doll was processed incorrectly by parasites (the pose could freeze in the air)
Significantly increased FPS stability when there are a lot of bots in the game
Various changes to optimize rendering
Comments (2)
Update sounds great! Can't wait to play it!
Awesome ✌️
