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Tooley1998
Tooley1998

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Lay of the Land 0.13.2 Hotfix

Hey everyone,

Just a small update that addresses some bugs/issues and makes some improvements.

Thank you for all the support and I hope you enjoy the game :)

Windows

Linux: https://www.youtube.com/watch?v=B8lfMfjMVAE

Changelog

General

Fixes

Comments

I'm using ue5.6 and my own custom voxel engine

Tooley1998

What version of unreal? Are you using Voxel Legacy?

Colin Oppelt

Thanks :)

Tooley1998

I must say i like it, and this game has a lot of potention.

Jan

thanks for the feedback. really large objects wont become physics objects as I can only check so many voxels for performance reasons

Tooley1998

yes I will be adding DLSS at some point

Tooley1998

Thanks so much :)

Tooley1998

Do you think you'll add DLSS at sometime?

Spooky

I thought it would be great if the catapults that you created and the elevator platforms would be dynamic objects doing their dynamic jobs. We could also catapult ourselves using the mechanized catapult and use a parachute to land alive. There could also be mechanical parts to extract from those machines when dismantling them using the proper tools instead of smashing it with a hammer! I imagine building a catapult by the side of the castle and tearing it to pieces just for fun and then having to defeat the boss on the land. That would be some offroad fun that I would spend time on. Ha. Ha. Speaking of this, I tried to go fully "Super Mario" and cut the entire base of one of the giant towers, the one with fences around it, but it didn't ever fall down. Like it was hooked by the sky. It seems like large scale objects won't detach so easily even when they're not hooked to anything anymore. Thought, science would want such a detached object to break into smaller parts anyways. Monsters could drop the tools they hold, sometimes. With a complex loot table. I mentioned Necesse in one message earlier, what's great is that once you leave an island, you unload current chunk and load a fresh chunk for the new island so it remains manageable and sorted. Using boats could despawn one and spawn one other. Thought, island generation would require some loading time, which can take up to 2 minutes on my side. So there could be a playable interlude with sea monsters and stuff between islands when generating maybe everytime travelling too. A bit like Final Fantasy when they use a ship.

Matt

Everything is beautifull and relaxing, I want to live there. I love it.

Phil Ouellet


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