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Hi everybody!

Last week, I released a new public version. This version brought a lot of new questions, comments, and bug reports to my attention. Therefore, I took a couple of days to investigate and test these issues, fixing a few of them. The "Now Loading" bug remains elusive, but I am getting valuable reports that are helping me figure out what is going on. Consequently, I have tweaked the queuing system for the game's parallel events and fixed some bugs preventing the resolution of the birthing event. A new pledger version is available to test and download on our Discord server.

In addition to working with the RPGM MV version of the game, I have been experimenting with Daz3D, Blender, and Unreal 5. I have made significant progress with the game, but I am still struggling to import Gen9 Olivia into Unreal 5 with all parts of her body correctly positioned and physics-enabled. During my tests and learning, I concluded that I need to export Olivia to Blender, fix her model and geoshell there, and then import her into UE5 using the Daz3D skeleton with the Unreal editor. It’s quite a trek and the learning curve is steep, but once I master it, everything will proceed quickly and steadily for all the actors I add to the game in the future.

Speaking of the Unreal version of the game, I am considering changing the game concept from a survival sandbox to a more linear, story-driven game with video cut scenes and limited exploration, similar to Mafia 3. This concept is comparable to the current RPGM MV version of the game but in a third-person view with next-gen graphics. This will allow me to create more detailed game levels instead of huge maps and enable the writer to have more control over the story for consistency.

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Languhirius

i honestly believe the Survival Sandbox Theme is better for your, UE5 Version... i would suggest Looking at "Mad Island" Story Wise. its a largely Open-world Sandbox, with the different protagonists related missions to progress the story.... it will let you tell a story, with actual missions you can place, as Milestone quests to take on that progress the Story, and Allow Players to unlock technologies or Features for progressing the Story, while letting you focus on those Areas or instances, for greater details, but allow players, to free-roam/loot/survive in between main missions in the open world..... with hostile camps. and friendly camps, and placing your own camp down in set locations around the open world portion. but i'll stop here... i have typed enough. i enjoyed the Game of what i played so far.

Kollyn

i would also prefere not to loose the sandbox survival aspekt of it. Maybe a compromise would be good. After here some spoilers for story be warned. For example untill the Cliff camp it could be more like a story driven linear game. Showing teh absis mechanics and so on. but less free exploring only like in the morning you need to get some food and then you go on with story. In the cliff camp they could feel safe for a time and more survival Sandbox mode untill some next events are triggered. For Example with more expirence more self built gear it could be possible to get further into the swamp and then find the clues for the tribe. and after finding a few clues the event with oliva abduction gets triggred and another more story part starts. ... in teh Cliff Sandbox mode i would like to be able to swithc between oliva and otehr camps inhabitants..... To find clues maybe they find different things. Then the next sandbox free rome aprt is findint savir sisters.... and so you would not need to built every thing as big and open as other parts. For Example teh coastal area could be shelter of by cliffs and only one path with little sidetracking leading to cliff camp and from there to swamp and maybe a small jungle area. (The one with the mushroom cave maybe after cliff camp in this case. and being the goddes statue in teh cave being one hint for the tribe or so.,