Full notes
Full Dread Eagle update
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What changed
- Gameplay
- Balance
- Fixes
- Compatibility
- Store
I just put together a small gameplay sneak peek for Dread Eagle and after testing it...
Yeah. I’m never playing my own game again. Bad idea. Terrible for my health. 10/10 horror experience.
The project is starting to feel really good now, both visually and mechanically, and I wanted to share a quick progress update with you all.
What’s coming together
The atmosphere is getting heavier, movement feels better, and the game is starting to hit that exact uncomfortable energy I wanted from the beginning.
Current dev progress (highlights)
Here are some of the things I’ve been working on recently:
Full body mechanics are almost done
This includes Inverse Kinematics (IK)
Movement is much more natural now
Player animations feel more grounded and immersive
Animation and camera improvements
Fixed an issue where consecutive jumping could lock the player
Improved crouch and stand sync
Camera now returns properly to head view after actions
Added fall/landing camera parenting and unparenting
Camera now attaches correctly to the player head during certain jump/land animations
Controller support progress
First controller prototype is now working
Customization / skin system progress
Finished the skin selection room full design
Players can now select a skin
Each skin has its own emote + idle state
Added a smoother system for spawning/loading the skin selection from the main menu
Skin selection system is close to complete
Main menu progress
Main menu is finished
External player mesh visibility improvements are in progress (so other players see the correct mesh setup)
Thanks for reading so far,
Tarba Paul Cornel
Source
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