Update log
Full Gee, Tea, Eh, Seven? update
The complete published notes, normalized for clean reading and source attribution.
Repeated intro
Hey everyone! Somehow we managed to accrue 50 wishlists! You guys are incredible. Giving up was never a thought in my head (I'm an obsessive person) but you guys being on the list makes me RABID about pushing harder, iterating faster, devving more, and generally putting me into overdrive so we can ship this project on time >:D I feel like an injustice has been done to most of you seeing as the Steam page is literally EMPTY screenshots with no sense of sound, the world, the setting or the peds aside from the earlier announcement. This is something I will be addressing once I'm done figuring out CAR-JACKING today! Until then - here's the only thing I have on file rn: the result of a test of a custom loot system [dynamiclink href="https://www.youtube.com/shorts/nMKkXGIFN7k"]. AND here is basically my internal "patch notes" that I use to keep track of progress, if you're into that sort of thing. Promise I'll be back! Start a conversation with me anywhere (here in Steam, on Discord, etc) and I'll reply with questions, or entertain fun ideas you may have for the game. In addition, if you ever want to voice an NPC reaction (like "THIS SUCKS" or "GET OFF THE ROAD @& (#@#") absolutely just hop in Discord and we'll set it up. My relatives and wife are already helping with placeholder voices that honestly may end up being in the final game, they're so organic and funny. Enough rambling - here's PATCH NOTES v0.1!!!
Extracted changes
- UI and audio
- Gameplay
- Workshop
- Performance
- Balance
5 February
- Kicked off the main game project in Unity after mucking around in Unreal... Here we go. Not a total cold start - still have some of my homebrew assets (blender files, cities..)
- Added celebration animation and voice hook when a customer gets served.
- Built voice lines for customers and squashed annoying queue pathing race (e.g. rushing to a spot)
8 February
- Taught pedestrians to dodge oncoming vehicles. LOL. Keeping the kungfu leap. (revise root motion stuff later). #worth
- Made street props smashable with vehicles
- Fixed pedestrians freezing on first spawn (took forever).
- Added despawn timer reset on repeat hits. Sneaky workflow for swapping badly batched props with prefabs
- PEDESTRIANS NOW FLEE LOL. (Cascading panic system — they flee in waves after deaths now.)
10 - 12 February
- Added what is called "rubbernecking" apparently: pedestrians gawk at death scenes with smartphones, smh. Rebaked lighting while at it.
- Centralised night-time thresholds (headlights/carlights) into one config. Was scattered everywhere.
- Built runtime bone-attached hand props and culled some unused scenes. Good riddance lol.
- Tuned destructible prop knockback so driving would feel fantastic. Tried batch tool for applying settings across prefabs faster.
- Bridged melee combat into the damage system and killed a 20ms performance bottleneck (it was the damn shadows). HELL YEAH.
- Optimised rendering; ambient lighting switch and shadow distance tuning
- Hooked up player kick attacks to the damage system and fixed ragdoll launch direction - it was -1 for some reason (future note).
13 February
- Updated pedestrian prefabs and inspector settings.
- Organised animation assets and added some third-party packs to .gitignore... pls no crash
- Built a shadow budget for streetlights. ~25 FPS gain at night with the streetlamps on. Phew.
- Shifted shadow evaluation forward along movement direction and pushed distance to 35m
- Cleaned up HUD... disabled compass (maybe if community wants it back - its still there) and unused ability slots.
- Added smooth fade-in for streetlights entering range. Was popping in
Source
