KoboldKare Patch 30.5.2020
Added 2020-05-31 01:19:33 +0000 UTC
A new KoboldKare patch available on Steam right now! Still lots to do, but I did some world-building and plopped some characters into the scene. I'm going to be working on NPC interaction and AI next. (Sorry, the Kobolds will still be as dumb as rocks for a while).
Also, for those of you who have been having crashing trouble. Try the "without_optimizations" build in the beta tab. It should help.
New Features
- House has been replaced by some brushwork, it looks a bit nicer but still isn't finished.
- Basic brushwork for a city has been put in place, it's still a WIP but it should give some stuff to explore and an idea of how some city buildings might work.
- Two new characters have been made and put into idle poses in their respective buildings. (NPC interactions coming soon!)
- Audio reverb zones have been set up, different rooms and building locations should have a noticeable difference in audio reverb.
- Many textures have been replace with procedural textures, they still aren't generating at runtime, but as soon as a bug in Substance's Unity plugin is fixed, we'll be able to have a LOT more high-res textures without taking up lots of data.
- Fruits all now have random sizes and contain coherent amounts of juices.
- Kwicc n' Thicc has been replaced by a generic super store, the store re-stocks each day with a certain amount of goods.
- New main menu, it doesn't have any tessellated geometry or any complex parts. This should make it easier for lower-power hardware to at least reach the options.
- Penetration physics are now fully physical, this means knots "pop", and more complex physics interactions can be had. Needs a bit more work still, but the physics seems to come up with reasonable solutions.
- The day night cycle is now linear (before nights used to be about 25% of a full day) This should allow users to stay up later without being surprised at the speed increase.
- Kobolds now have random proportions! They can be really short/stocky with a big butt, or really lanky and top-heavy. It's all random!
- Timed the day change during the fade-out so it's harder to tell the game froze while generating kobold proportion meshes.
- Decals can now affect the player.
Optimizations:
- Kobold proportion generation has been threaded.
- Reduced max world decals from 1024 to 256, should help people who had low fill-rate speeds.
- Animations are now played on physics, this makes them a bit more jittery but it's also required for the physics to work well.
- Replaced lots of hand-crafted materials with procedural ones, I have yet to reap the full benefits from this but instead of having around four 2k texture maps per prop (~20mb), there'll be a single 16kb file that generates the textures on runtime. This'll let me use a LOT more textures, and a lot more detailed textures without impacting hard-drive space soon.