XaiJu
adeptussteve
adeptussteve

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Development Update 23.05.2025

Hello everyone, welcome to this week's progress report. 

Level: 
This week, we continued refining Adûn with additional detail work—focusing on defensive structures, lighting improvements, and small adjustments to enhance the area's overall atmosphere.
We also revisited the runtime grass spawner, extending its functionality to support grass placement on rocks and cliffs for a more natural and diverse terrain.
In the Warrior Village, we continued iterating on the blockout, working to make the NPC profession workspaces feel more believable and grounded in the world.
Lastly, we developed new tools to help us populate large, open areas more efficiently with props and decals, streamlining the detailing process across expansive environments.

Code:
This week, we continued working on ranged combat AI. We refined the projectile velocity prediction we implemented last week and based on it, we implemented a volley shoot behavior; The NPC will fire several shots in quick succession and then reposition itself to shoot another volley.
We also updated to DLSS 4, offering improved upscaling quality and multi-frame generation support.
On the sandbox side of things, we finished the first implementation of clothes customization. You will have the option to change the color, hue shift, roughness, metallic, specular and desaturation of each clothing slot of a character individually.
We added an object follower prop that takes a target prop and tries to move/rotate/scale towards it. Each transformation type can be enabled/disabled individually in addition to their respective follow speed/smoothness.
The edit mode UI has also received some upgrades: It’s now possible to add favorite props to a new dedicated prop tab for ease of use.
Additionally, we added a new "Quick Search" window for props, which is accessible using Ctrl+F. This searches through all props and custom collections to make it easier to quickly place something that you do not exactly remember where it was located in the prop tabs.
We also added the ability to move the inspector to the right side of the screen instead of sharing the UI space with the outliner.

Character:
Our character department is continuing the work on the final boss, getting into the details and texturing of his body.

Animations: 
In the animation department, we added shock staggers for all monsters this week - now Max' trusty stun mace can give them all a proper zapping! We also implemented the sword moveset we finished into the engine, all that is left to do there is some fine tuning by Game Design. Thirdly, we started work on animating the final boss of the game.
The Max X Kenda X Kenda minigame is mostly done, only needing a few adjustments.

Design:
This week, we continued the design and implementation of the quest to join the Warrior tribe, including more dialogue explaining the Warrior's role in the game world and faction background information. We also prepared the implementation of the side quest related cutscenes and the transfer of the existing outfits to armor items, which will be significant for the iteration of the inventory UI. Last but not least, we tested and improved the distribution of water sources in the desert, refining Max's journey through it.

Thank you for all your continued support,

-Wild Life Team

Development Update 23.05.2025 Development Update 23.05.2025 Development Update 23.05.2025

Comments

Is there a list or any information regarding wich Lovense products are compatible with Wild Life ?

Dex

You can get the latest version here: https://www.patreon.com/posts/126425643

Adeptus Steve

sorry new here. tried the steam demo and it was great. how do i download the newest version on here?

Hardluck


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