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This new update features; save slots, crosshairs, new and improved interaction framework for picking up items and locking onto targets, aim assist for melee combat, new item descriptions, new attack animations, weapon specific attacks, and attached/holstered weapons! We also have new torch held animations, a new golem enemy, and more!
If you want a deep dive into all the recent changes and a look at what's on the horizon, be sure to check out the recent DevLogs below~
By popular demand, I’ve added a persistent crosshair to the game. I’ve also given it a toggle under gameplay settings, so if crosshairs aren't your style rest assured you can disable it.
Arkavite - Cross where? Crosshair.
More importantly, I’ve fixed the various issues plaguing the new interaction system. There were found to be quite a number of bugs. Precision interaction was found to be outright broken, the interaction frustum was killing players in the dungeon boulder rooms, the system was targeting the “closest object” instead of the "closest interactable object”, and shelves were found to be blocking access to the items on them… I’ve rethought the core of the system, introduced several improvements and it should work a lot better now, or rather, as intended if I may be so bold.
If you happen to be interested in the technicals, we now fire a trace from the camera (centre-screen) to the surface, and get the closest thing to that impact point which is interactable (i.e. can be picked up, opened, or locked onto), and in range and line of sight of the player character. This method combines proximity and precision interaction all into one, and with the new crosshair it should be very intuitive. The design is very human. Easy to use.
I have added an extra setting which will allow you to switch the system between “closest interactable to crosshair” and “closest interactable to player character”. If you’re a loot goblin interested whatever’s closest and not nailed down, then the latter may appeal to you. Let me know what works best for you~
Combat Changes & Additions
We now have standing in place sword attack animations for instances where you’re performing a melee attack, but not moving. The previous forward moving melee attack still exists, however it will now only play while attacking and moving forward. My hope is this will allow players to be more controlled with their movements.
In addition to the new attack sequence, I’ve added a basic melee aim assist system. This is a little experimental, and can be toggled off in settings. In principle it should help your attacks connect with your enemies. It is very basic right now. I have some planned improvements which may make it into 0.14-A or 0.15-A. More on that then~
Finally for combat updates, I’ve improved the in-air attack. While it looks cool, we don’t have tall or flying enemies right now, or skills which would let you knock enemies into the air, so it doesn’t offer a lot of utility outside fall-damage-cancelling and platforming.
Miscellaneous Changes & Fixes
Fixed Egg scaling for Large and XL eggs.
Added training dummy to our de-facto training yard. This will become a more useful once I add damage numbers and weapon stats. Its intended use is for testing weapons and attacks.
Added camera controls to the controls page.
Fixed issue where enemy hit-flash was not triggering for every valid hit.
And Now For Something Completely Different
TLoH standalone should be updated tomorrow or the day after, the next public Arkavite build is arriving on Friday, and the big body/customization update is coming soon. I’m looking forward to the improvements it will bring, and I’d like it to be playable in a couple weeks.
New Hair - We should have about 30 styles total when all is said and done. There's plenty of variety here. Long, short, masculine and feminine.Arkavite - Body Morphs
After this update goes out I’ll immediately begin decommissioning the old body and updating the appearance framework. Most of the body base texturing and morphing has now been handled. The body morphs are being pushed further than before.
We’re in for a tight schedule, but I’d like to also begin bringing in new lewd mechanics and text scenes as that is a point of interest I’ve been neglecting. This new body will certainly offer plenty of opportunities.
But that’s all for now. If you want to keep posted on things as they’re developing, be sure to join us over on the discord! Also, be sure to let me know what you think of all these new changes~
They can be found waddling around grassy areas of the map. It has a simple attack. First it spins up, and then it throws its hands at you. Arkavite - Golem Attack Cycle - He's trying his best! As has been done in other games, this could work well as an ambush type which pretends to be a regular rock until approached. That is one method, but it’s also cute to see them stomping about so maybe I’ll do a little of both. Arka - Rocky Boi Hideout Spot
Character Creator
Some changes to the character creator which are of note -- Boon, Bane, Item & Race scrolling are no longer linked. The system will now scroll back to where you were in these menus when you switch between them. These scrollable menus differed from the others, in that they are actually a single menu running off the CYOA system, hence a little extra code was necessary. Arkavite - Build String Now for something a little more interesting! Players may now export and share their trait loadouts with others. I’ve added this “Build String” system which is accessible from the pause menu. All you have to do is copy the output build string and share. Then someone can take this string, input it into the “Input Build String” field, and hit “Load Input Build String”.
I’d love to see the challenge builds people create and share once the game is a little more fleshed out.
TLoH
I've added Save Slots to play mode. You may now set build names and descriptions. You can also use the same build string function as the character creator, to export a string of choices which can be shared with others. Note the build string currently only includes selected choices.
Load ‘er Up Some More
I’ve made a fix/addition to the save/load process. This is just something I overlooked last update. You may now load a save from the death screen. The menus should all display properly now, and you shouldn’t get stuck in slow motion or respawn with no health.
Additional Fixes
• Fixed: Cloudflare issues which would sometimes block updater requests • Fixed: Cloudflare issues preventing access to the TLoH network • Fixed: Minor typo in moella and peka • Fixed: Menu ESC bug where Pressing [Esc] key while transformation event was on screen would take you out of the inventory, but the transformation text will stay in the foreground. • Fixed: Broken tags on the stats page. • Fixed: Issues with the Game Over > Load Game screen.
Coming Up
The next update is due next weekend. We’re going to check off the UX focused combat, interaction and dungeon changes which didn’t make it in these last few weeks. Something i'd also like to try implementing is a soft lock-on system. Essentially, the player would snap to face the closest enemy they could lock onto when performing melee but not locked on anything. It’s a light change which should make landing hits just a little more intuitive (like the proximity pickup system). Another desperate change we could do with are in place sword attack animations. This would at the very least apply to the first swing in the chain.
Very soon I'd like to introduce equipment stats. This applies to both weapons and armor. As discussed in previous logs, the new weapons were introduced in anticipation of this, but before we get into the thick of it, I'd like to introduce some new outfit sets as well. There is just one minor obstacle. Before we can move forward with the new outfits, there are some outstanding changes to the player body which have to be made.
Since the last big beautiful body update I've received a tonne of feedback for areas where you'd like to see more customization and an improvement in quality. Things like body textures, an improved thigh gap for larger hips, a resolution to the same face syndrome our poor characters currently suffer from. Arkavite - Player Body v3.0 In general, my goal with this new body is to:
Simplify outfit creation and body modularity (to avoid clipping) by splitting the body into well-defined parts. I’ve been experimenting with this these past few months, but the body regions hadn’t been properly formalized until now.
Improve the shape of the body and introduce more morph options, (including face morphs for expressions and body morphs for pregnancy/inflation). Larger more expressive eyes. I also want to address the unattractive thigh gap issue present in the current player model and improve the range of sexual dimorphism.
Implement new tech. Ear jiggle, clothing physics, better booba jiggle and tail physical animations. Bring back peen physics add clit models and improve how these modelled members fit onto the body as it oftentimes looks like they’re floating.
I'd like this to be the last major rework to the character base model, and modularity plays a key role. Should I ever need to remodel a particular sector of the body, it can be dealt with independently.
I have been working on this these past couple weeks. The player base is already modelled and ready to be dressed. I addition to the new base I have staged new hair options (long, short, masculine and feminine), some ikaware tentacle styles (finally), several new outfit sets, and I am considering ear options for the Magu and Ika races.
Arkavite - Outfit Physics TestArkavite - (Updated Player Head) The new expressions will come in handy whenever the player is harmed or feeling certain emotions... And yes, that's right! Teeth! I will be giving Ikaware some good ol' shark like chompers. Kitsukana and Nyaatsu will recieve fangs, as will any vampires.
As the prospective outfits offer a higher degree of consistency and quality, some of the old won’t be carried over. I can at very least confirm the Sky Punk set will be updated to the new body. Any existing underwear and prosthesis will be getting a rework.
I’m aiming to introduce the new body and these customizations throughout version 0.14-A (eta. a few weeks from now) and 0.15-A. I’ll probably be implementing equipment stats at the same time.
With all that being said thank you all so much for joining me. I hope you’re excited as I am for what’s to come. Be sure to let me know your thoughts down below! I’ll see you next week~
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