The MiniLog: Interaction, Combat & Upcoming Customization

Good evening, good morning and good afternoon!
There is plenty to discuss... Shall we begin?

- Download Arkavite [0.13.3-A]

Interaction Updates

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.
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.
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~

Till next time~