Home Creators Posts Import Register Favorites Logout

Content

Hello everyone, welcome to this week's progress report. 

Level: This week, we continued refining Adûn with additional detail work—focusing on defensive structures, lighting improvements, and small adjustments to enhance the area's overall atmosphere.We also revisited the runtime grass spawner, extending its functionality to support grass placement on rocks and cliffs for a more natural and diverse terrain.In the Warrior Village, we continued iterating on the blockout, working to make the NPC profession workspaces feel more believable and grounded in the world.Lastly, we developed new tools to help us populate large, open areas more efficiently with props and decals, streamlining the detailing process across expansive environments.

Code:This week, we continued working on ranged combat AI. We refined the projectile velocity prediction we implemented last week and based on it, we implemented a volley shoot behavior; The NPC will fire several shots in quick succession and then reposition itself to shoot another volley.We also updated to DLSS 4, offering improved upscaling quality and multi-frame generation support.On the sandbox side of things, we finished the first implementation of clothes customization. You will have the option to change the color, hue shift, roughness, metallic, specular and desaturation of each clothing slot of a character individually.We added an object follower prop that takes a target prop and tries to move/rotate/scale towards it. Each transformation type can be enabled/disabled individually in addition to their respective follow speed/smoothness.The edit mode UI has also received some upgrades: It’s now possible to add favorite props to a new dedicated prop tab for ease of use.Additionally, we added a new "Quick Search" window for props, which is accessible using Ctrl+F. This searches through all props and custom collections to make it easier to quickly place something that you do not exactly remember where it was located in the prop tabs.We also added the ability to move the inspector to the right side of the screen instead of sharing the UI space with the outliner.

Character:Our character department is continuing the work on the final boss, getting into the details and texturing of his body.

Animations: In the animation department, we added shock staggers for all monsters this week - now Max' trusty stun mace can give them all a proper zapping! We also implemented the sword moveset we finished into the engine, all that is left to do there is some fine tuning by Game Design. Thirdly, we started work on animating the final boss of the game.The Max X Kenda X Kenda minigame is mostly done, only needing a few adjustments.

Design:This week, we continued the design and implementation of the quest to join the Warrior tribe, including more dialogue explaining the Warrior's role in the game world and faction background information. We also prepared the implementation of the side quest related cutscenes and the transfer of the existing outfits to armor items, which will be significant for the iteration of the inventory UI. Last but not least, we tested and improved the distribution of water sources in the desert, refining Max's journey through it.

Thank you for all your continued support,

-Wild Life Team

Files

Comments

Colord44

Okay quiet a bit to take in here. First things first with teh world locaitons, keep it up wih the warrior village and lizard city as these places get better each time. As for the combat in general, but also having Max be able to stun monsters, good. With how many ways a person can die, Max and the Player will need all the help they can get to stay alive. As for the quest for the Warrior tribe, keep refining them, so they flow smoothly like an actual RPG quest and story. I'm sure when I finally play the story mode again, I'm going ot be quiet surprsied how much has changed. Which brings me to my next point; the final boss. While i have my theories as to why Kerpali have shown up (After looking in free play mode with tab), I think I have a pretty good idea. Now as for how the story ends, it never occured to me a final boss would happen. Looking at this, my first thought is, okay who absorbed so much gamma rays and hulked out? Though perhaps somethign was taken in. Either way, however the story ends for Max and Maya in story mode, it has to end properly somehow and a final boss is teh best way with a bang. For sandbox the quick search for props will help. As for clothing custimization... Okay, on one hand, I can see this coming in handy. But again, I feel it's too soon for that as many characters need an update to their threads and waredrobe before impimenting something like this, especially many male Kerpali and all lady Kerpali. And i'm sorry for sounding like a broekn record with that but it's my hope they get those, including personally a chance for the kerapli ladies to have the cum inflation outfit (Like the maya and shey skeletons, that's what it's called, even if in reality, it looks like pregnancy is happening, and yes, I know, it's not a thing in the main story as well as seeing littel offspring running is not a thing too. The team has made it very clear for the latter they will not do that which I can respect).

FH7

Finally we can change clothes colour 😁

badunn

Please don't tell me the finishing move on the final boss is tapping A til you suck the hulk venom out of him jkjk Shits looking cool guys, curious about the custom clothes and cool sandbox tweaks, thank you

New Frontiers

CLOTHES CUSTOMIZATION ! ! ! 😍💖💋😻🌹 Aaaaaaaaaaaaaaaaaahhhhhhh ! ! ! !

Neuronyx

Ayyy good work, you guys are always making consistent progress. I'm proud to be able to support you.

Hardluck

sorry new here. tried the steam demo and it was great. how do i download the newest version on here?

Dex

Is there a list or any information regarding wich Lovense products are compatible with Wild Life ?