XaiJu
BleuRaven
BleuRaven

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Devblog - November 2021

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Animation

I added the situation where Talas can use the couch and climb on top of the table. I still have to polish the associated animations as I did for the bed ones.

 VIDEO LINK


Each situation may take a tremendous amount of time to be animated depending on the amount of different positions usable by Talas and possible interaction made by the AI.

I added new animations, Talas may not grab a micro way more easily at any height. He also starts looking around then searching for a micro.

Macro character AI

Talas will now develop a relationship with the different micros he encounters. He might like them as much as he might hate them, depending on their interactions with Talas.

I’ve only made the bases for now, which I will need to polish depending on interactions. I shall talk more about this on December.


UI

As things progress, the game master menu became some sort of debugging menu.

I put some time on it and greatly enhanced the game master’s UI with new icons, dropdown lists for options, a better general ergonomy, and so on.

I also worked on the customization menu with a character preview screen, as well as a customization page per character.

Other

I updated MMVS’s game engine. It now runs on a custom Unreal Engine build which I updated from version 4.26 to 4.27.

There will obviously be a certain amount of bugs to fix in the game’s files, caused by said version change. Version 4.27 will also be the last version to use for MMVS 0.4.0.

I updated cameras. The system I created to control the different cameras and views is fairly flexible since they’re treated as animations. As such, it is way easier to do modifications and additions.

It is now possible to zoom on Cobble and to look around him under different angles.

VIDEO LINK


In the game master’s case, it is now possible to focus on specific items with more fluidity than before.

VIDEO LINK


I added options to control the game and its different options. It will be possible to edit the level of damage taken through difficulty levels, and to make Cobble immune to ordinary damage. Handy if you want to be used and abused with no consequences.

Options can be edited in game by a game master.

Finally, Talas and Cobble now leave pawprints on the ground, but there is still no gameplay element added to it.

Devblog - November 2021

Comments

That's all so freaking great! Aaaaaa! I can't wait to see the results ingame. :3 Great work, as always, Bleu! Your dedication pays off! And great work on the audio too! :p

Rid

Every month I'm amazed by the amount of detail and love you put into this game U^ェ^U

Sean OReilly


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