Hello guys,
This is the first beta build that we have, so if you see any bugs, please make sure to report them. You can get it from here
Work in Progress for v1.8.0 Backer Build
Full Changelog
This is the first beta build that we have, so if you see any bugs, please make sure to report them. You can get it from here
Work in Progress for v1.8.0 Backer Build
- Blood effect when the wolf is hit
Full Changelog
- Dalla - new character.
- New female idle animation - only Dalla has it at this point.
- Added clothes, hair and genitals.
- Optimization of Dalla’s clothes and hair for better performance.
- Building Elf Home, which is the place where you will meet Dalla.
- Added new models inside Elf Home.
- Added camera effects and improved the lighting.
- Added introduction dialogues for Dalla, which respawn the player.
- Added wolf, which has 80+ animations.
- The wolf has multiple states - combat, angry, chase, hide, idle, hit, death, respawn.
- The combat state includes 3 combat animations - run attack and 2 normal attacks, that are played randomly.
- The wolf can attack you from a close distance, if for some reason it cannot reach you, for example if you are on top of a rock or very close to a tree (to avoid clipping), the wolf will run away, but you will still be in combat, because you are in it’s zone. It will wait for a couple of seconds and try to reach you again, during this time it won’t regenerate it’s health. In case the wolf can reach you, it will chase you and continue with the attacks.
- The wolf can switch to another running animation while in combat, in case you are very far away from it.
- The wolf has a 30% chance for a combo attack.
- The wolf has a 25% chance to deal crit damage which is almost double the amount of it’s normal damage.
- The wolf has a 85% chance to attack you instantly when it reaches you. If you’re lucky then it will try to play a normal attack animation, which could be easily missed if you move backwards. The run attack is much harder to miss.
- The wolf will return to it’s initial position if it’s too far away from it and regenerate it’s health.
- The minimum damage is 12, the max is 17. The minimum crit damage is 20 and the max is 30. The player’s health starts at 100.
- The wolf automatically chases you, if you leave it’s attack distance, which is 4 meters.
- The wolf rotates to face the player when in combat, we will replace this with a turn animation in the future.
- The wolf will return to it’s initial position if it’s target is dead and there aren’t any targets nearby.
- Added blood effects when the player gets hit.
- Added player’s health counter.
- Added health bar UI.
- Added health regeneration. The health will only regenerate when you are not in combat. It currently regenerates 2% of your health every 2.5 seconds.
- Added flowers, more vegetation and added snow textures to the tree on top of the mountain.
- The animals automatically switch to their state, when they feel in danger - aggressive animals like the wolves will chase the player and attack while coward animals like the deer will flee.
- The player finds the closest respawn point, it’s currently only one, but in the future when we have a bigger terrain, we will add multiple respawn locations.
- Reworked the whole navigation system, now we are using something faster and more accurate than the Unity’s default tools. It is also more flexible and allows us to bake the terrains for navigation in case we are loading them at run time.
- Added a feature that restricts the area where the AI could walk. The wild animals won’t be able to chase the player inside a village or get near the ocean. In the future, if we have animals in the ocean they also won’t be able to follow the player to the beach / forest.
- Game optimization, which includes replacing some of the tree models with a faster and better looking models, disabling the animals that could not be seen on screen at the moment.
- Increased the vegetation’s LOD distance, you will get better performance, but the trees quality will be lower from a big distance (it’s usually not noticeable).
- We also made it possible to save the game in every single scene, so you could be in Elf Home and save the game then after you load it, you should be able to continue with all of your quests.
- Fixed a bug where the wolf was able to push the player while attacking, which could result in being able to fall from the map.
- Fixed Hilde’s hair so it’s no longer transparent if it’s viewed from her right side.
- Fixed a bug where the map was not rendered on top of the health bar.
- Modified the scripts for loading the saves to make the code more clean and easier to work with.
- We also spent a good amount of time working on our website - https://flyrenders.com/