Hey all, welcome to this week's progress report.
Level:
We have been cleaning up the landscape around Pearl Village, Alpha Camp, and Pillar Region in preparation for the next terrain detail pass. We are continuing to refine the collision meshes for all models in the Alpha Camp.
Code:
This week we started implementing ranged combat for the new combat system. Primarily, we have been working on projectile behavior and handling. All projectiles will actually fly through the world and are affected by gravity. Some projectiles (mainly arrows) can stick into objects and be picked up again.
On the sandbox side, the in-game tutorial for the basic usage of the animation editor has been completed. All of its UI and keyboard shortcuts are explained in this tutorial and contains information on how animations work in general (keyframes, curves, interpolation types etc).
The characters in the sandbox have been changed a little under the hood. For the creator not much will have changed in the usage or creation of characters, but managing the position of them in play mode (by event/animation/Lua) has been improved.
The item enhancement screen was improved further after some feedback from Game Design.
Character:
The Wildfire suit retopology phase is complete and we now have a low poly version ready for texturing. We are also currently working on a couple of new sandbox outfits which include fantasy armor and a nice sexy dress.


Animations:
In the animation department we continued our polishing work on the Blackwing enemy this week. We also implemented some more feedback from Game Design for the Gobbler's attacks and got started with planning out a new minigame scene: In this one, Maya meets Inola, the toy crafter of Umbar, and helps test her newest creation ;)

Design:
We have finished setting up item data for the October build batch. The October batch includes treasures, crafting materials, cooking and alchemy ingredients, meals and potions as well as all the required recipes. Combat related items like weapons, armor, etc. will be released together with the new combat in a future build.
We also finished designing the trade UI and redesigned the inventory screen to adjust the inventory to our new needs, which came up since the release of the demo.
On the combat side we continued working on designing some small missing combat features such as critical damage, status effect behaviors, and weapon equip conditions.
Thank you for all your continued support,
-Wild Life Team
Bear
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