Full notes
Full Lorne update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- UI and audio
- Balance
Lorne changes
Hello!
Here is the second monthly update of Lorne.
July was a busy month.. Below is a list of the biggest achievements that I am the most hyped to share:
Tutorial update- After a little over a month of work on the first playable minutes of Lorne, most things are in place. Some of the things that is added to the tutorial are:
Lighting
Quests
Dialogue
Voicelines
Introduction to puzzle mechanics
Game Title Reveal- I have been working on learning how to make shorter cinematics. Though I am still learning how to do these things, I was pretty happy how the title reveal came out. Have a watch!
Combat Introduction- A lot of effort this past month has been to make the quest system and the dialogue system work together in a way that is efficient to build content once it is done. A few of the features of the integrated systems can be seen in the combat introduction:
Run code at any specific point while in dialogue
Spawn objects and assign them as current quest obejctive
Condition checks preventing you from progressing untill you completed an objective
Voice Actors- I am extremely glad to be able to work with such incredibly creative people.
Though my ambition would be to have everything in the game voiced, it's simply not possibly for a self funded indie developer like me at this scale, however the main story will be voiced by the key characters. If the opportunity for funding comes up it will allow me to add additional voice acted characters!
But for now, let's meet the team!
Steam post image - Katie Harvey(As Evelyn)
Steam post image - Chuck Brown (As Valyrion)
Steam post image - Reeko Brooks(As Lysander)
For the next months focus my efforts will largely be put into expanding the questchain for the upcoming demo, where you craft your ranger sword since you lost your equipment(Yikes) in that little exercise led by Valyrion.
General Bugfixes:
Physics button no longer trigger unwanted voicelines.
Explosive arrows no longer push back static opponents.
Ragdoll effects no longer bugs out on death.
Climbing was blocked in certain areas unintentionally.
Despawn timer is now adjusted to duration of a death montage rather than a hard number.
Thanks for reading!
Source
Changelog.gg summarizes and formats this update. How we read updates.
