Lay of the Land 0.10.0 Experimental 2
Added 2024-12-14 07:36:12 +0000 UTCThis version has been deprecated. Please download the latest version found here:
https://www.patreon.com/collection/319316
WARNING
This version of the game is missing content and has not had a QA pass. Please do not play this version if you are just looking to play the full game.
Hey everyone,
Another experimental update and probably the last. I am well into production on the new biome and I thought id backport some of the changes to get some more feedback on the changes & performance. I am still very unsure if I am going to go with the new style of trees.
Thank you for all the support and I hope you enjoy the game :)
How to Install and Play
Windows: https://www.youtube.com/watch?v=hziOuVMNK50
Linux: https://www.youtube.com/watch?v=ED76hQ8cHfM
Changelog
General
Upgraded to Unreal Engine 5.5.1
Temporarily removed DLSS support as UE 5.5 is not supported yet
World
Reduced Mystical Forest grass density
Removed some pronounced branches on oak trees that caused obvious repetition
More precise overlap detection system for Voxel PCG
Increased Mystical Forest tree density a bit.
Various adjustments to asset densities
Fixes
Fixed flowing water effects
Fixed incorrect chest, campfire and kiln inventory slot sizes
Fixed being able to use items in off hand when in a ui
Known Issues
Some traversal lag has been reintroduced with UE5.5. I am investigating.
Comments
Thanks for the feedback :)
Tooley1998
2024-12-14 23:13:10 +0000 UTCSadly I couldn’t test the performance as Game Bar wasn’t working, but I think it’s around the same level as in experiment 1. Good: - Tree density is now perfect - The other technical changes like more precise overlap detection are probably good though I didn’t notice anything specifically Not as good: - Flowing water effects are always nice but I think the particles should move slightly more toward the flow’s direction, as it looks more like rain hitting the water's surface right now - I think the trees should be reverted to the old ones, or if you don’t want to do that, at least create a new model that strikes a good balance between the old tree’s charm & simplicity and realism. - The trees breaking apart after leaves fall off is a nice QoL feature, but after reading through feedback on the discord, I have realized it removes some of the unique gameplay of breaking each branch apart manually, especially with the old trees' bigger and fewer branches. Maybe you could introduce a new rune/power where the branches automatically break apart and let the default way be manual. - The ground vegetation still looks a little messy. I know it’s difficult to make it look right with many different types of plants in a voxel game with smaller voxels. Maybe you could localize them even more, one bigger area only has one or two specific plants, while another area has another type, etc. Keep up the great work.
Phillizae
2024-12-14 09:48:43 +0000 UTC