Update on what I've been working on
Added 2022-04-05 04:43:56 +0000 UTCAfter Wrought Flesh's release I took a vacation and worked a little on Endoparasitic. Mostly just code refactoring since it was extremely spaghetti code in the jam, but I implemented weapon switching, a double barrel shotgun, and support for multiple ammo types. Will continue work on it by the end of May hopefully. Really excited to turn this into an RE style survival horror game with loads of puzzles and story.

I'm also working on a big update for Wrought Flesh. I probably should have released it in Early Access but I was too burnt out at the time to recognize that at the time, oh well. I went through all the negative reviews to figure out what needs fixing and have been systematically working through that.
I hired a bunch of people to do contract work on it and it's been shaping up really well. All dialog was rewritten by an actual writer, had a QA person nail down a ton of bugs and design flaws, and of course I've got Jazz making more tracks. I'm also in the process of hiring someone (very talented designer) to expand the third act of the game.
Also lawnjelly (godot contributor) looked over the code and gave me some suggestions for big perf improvements which helped a lot. Was introduced to VisibilityEnablers which disable rendering and animations on objects that aren't visible, which was something I thought was done by default. Also was suggested to try replaced physics movement with just moving characters directly along the navmesh. However this resulted in a lot of clipping through terrain as godot doesn't bake navmeshes perfectly enough for this (see screenshot below). Hopefully can figure out a way to do this in the future as it gives a massive performance boost.

Besides fixing bugs and misc design issues, I've been focused on improving the Oasis area of the game.

A big issue with the oasis area was that both the environment and npcs' textures were all mid-value which resulting in them kind of blending together and being hard to distinguish. With the new design all environment textures are either really light or really dark so npcs stand out visually.
It was also easy to get lost so I added roads that span out from the city at the center of the map. And it took forever to get anywhere so I added plants you can shoot to create harmless explosions that send you flying. I strung these along roads and placed them around randomly so you can use them to travel around quicker.
There's also like 20 new quests in the works (lost count). Going to be adding a bunch of new special weapon and organ variants as quest rewards. Along with a much improved quest log. There will also be a repeatable quest that you can do to repair organs.

Made a new biogun, it basically acts as a rapid fire finger gun that only does 1 damage per shot. BUT, I made so elemental effects affect bio guns now, so with a few organs equipped this gun turns into a high powered sniper rifle that sets enemies on fire. Hopefully this addresses the complaints about elemental organs being useless
That's basically everything dev-wise. Currently in the process of preparing to move to Florida, will be there in a month, just applied for an apartment. Unfortunately internet sucks there(no fiber, cable has data caps?!), but I'll make do. Things have been a bit hectic in my personal life but things should settle down soon and I'll be able to start working regular hours again. I really want to get into doing regular dev streams again.
Comments
No fiber in Florida?? Weird
xHobie
2022-06-10 19:19:13 +0000 UTCVery nice
Mason-Grey Long
2022-04-05 13:32:45 +0000 UTC