This week, Sam’s been working on the pathfinding bug where characters get stuck on corners and hills. This problem is caused by a bug in Havok that we can’t access, so at the moment he’s just working on a way to work around it. There are a few problems caused by some bugs in the Havok library, so after the next update Sam will have to write his own movement system for the collision part of the pathfinding himself.
Chris and myself have been working on fleshing out the lore - the main factions, conflicts and positions on the map. Oli’s been making a few final rearrangements to the new world map and blending the biomes together to fit with the layout of the faction territories. We’ve also added a function to the dialogue system that allows unlockable conversations that will lead to ongoing/ continuing events with NPCs. Possible conversation spoiler A good example for this is a conversation where smugglers can develop crooked partnerships with corrupt gate guards.
Otto’s been working on a new race which we’ve temporarily called the Hive Men (you may have seen the concept art for them already).
Here are our very rough notes on them so far:
- Hive based, serve their queens. When a queen dies, the subjects all either die or become lost “Ronin”.
- All male, except the queen. Males are impregnated by the queen.
- No blood, they are “dry lubricated”, silicon based.
- Wider FOV angle due to eyes on side of heads
- Very skinny, low strength, high speed + dexterity.
- Their selfless loyalty to the hive and desire to work hard is enforced by the hive’s pheromones
- Known for being untrustworthy.
- Often merchants who sell produce for the hive.
- Ronin of lost hives become the more interesting individuals.
- Separate worker and warrior classes.
- Value the good of the hive above all else, personal benefit and safety is irrelevant.
- Soldiers/Hammerheads are the soldiers and enforcers. Dumb and aggressive. Shorter, bulkier and stronger.
- Workers/Tallheads are the workers, industrious, fast. Sometimes sent as traders for more dangerous jobs, because they are more expendable. Bonus to labouring
- Princes/Hivefaces are the high ranking smart ones- generals, diplomats, assassins, traders.
- Those that spend too long far away from the hive gain more free will and individuality. Some can die instead.
- They don’t have a concept of individual names
Free Hiveman/Defectors:
- Spent so long from the hive that they become free and individuals. Choose not to go back. “Defect” to freedom.
- The most existentially confused and depressed. More so than the Skeletons. Suddenly going from higher purpose to nothing but the self.
- Hammerheads are too dumb to get free, usually return because they just like having a violent purpose. Those that do remain free usually become bandits or mercs. Military won’t take them.
- Faces are designed to be away and independent for a long time, so they don’t have a problem, defecting to freedom is very rare.
- Tallheads are the usual, as they are smarter than hammerheads and more heavily controlled than faces.
- Tend to wander a lot, seeking purpose
The Shek (you may remember them referred to as bone people previously) will now be in game alongside the new human character models. The new models should reduce a bit of the CPU load.
Before we can release, the GUI and lighting just need fixing - at the moment, everything in game is completely silver until the shaders are fixed in DirectX11. Apologies for the vagueness on a finish date for this so far, we want to be 100% sure of a date before announcing.
I have no idea why those guards have no pants on
I bet it's because they just developed "crooked partnerships" with the smugglers x_x
They seem to have sealed the deal. >.<
It's the only logical explanation ಠ_ಠ
"It's a feature."
Are other races going to be playable in full, or just humans/human social structure?
If so, do you plan to allow players to unlock other races through interaction, or have them available for roll from the start of a new game?
They'll be playable, but I'm thinking of a maybe a couple being unlockable
how many races are planned?
As for the untrustworthy rep.
I'd imagine they have a poor grasp on the concept of services rendered.
For instance, you as an individual, or lesser group, assist their hive as a whole somehow, to them, you are doing the only logical thing possible, why does it merit repayment? Maybe if they have something they don't need lying around, you could haul their garbage away for them(Or even put it to good use), but all in all garnering that reputation makes sense to me.
However, I could see them being very well versed in trading. At its core, trade is the exchange of abundant resources (Fruit) for scarce resources(Supplies) or Fluid Resources (cats). IMO, it makes a lot of sense for them to cultivate excellent trade relations with their neighbors, and of course keeping up a strong appearance.
"All male, except the queen. Males are impregnated by the queen." What? Like with seahorses or parasitic young or something?
Right. Like seahorses
I really wish I could model like you. Mind sharing a few tips on how to start?
Will it still supports dx9 or dx10 ?
Yes, but it won't look so nice
When i first bought this game i never expected it to turn out the way it has with the climates/world map and the creatures that come in tow, loving the idea of this new race and it's going to be interesting to interact with them in game. I'm looking forward to hearing a lot more about the lore. Keep up the good work.
How do those bone people sleep?
Hive men look awesome, great artstyle.