Full notes
Full One Last Day update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Performance
Since the last update (long ago), many things have passed. As you now I was the only one keeping the development alive, but I have also bills to pay (they are growing up every year... sigh*). Fortunately some else joined the Bloodwolf Studio team (IVM) and we finally decided to start the game from scratch using the same base. All the art will be changed for a better game. Gameplay will be changed also (sandbox will be kept and improved, but it wont be the main game mode).
Upcoming updates
Since we are changing the whole game using the same base, I'm going to upload some updates that will improve performance of the current state of the game, for some users with an average mid-low computer this might mean a lot. Remember, again, we are changing the game completely (I'm sure for a better way), and this means that some buggy or cost expensive content will be removed gradually in the next updates (not much), bringing you a stable world in performance.
So, what's coming in these updates?
Performance of the base game system. We'll begin with the current voxel system, that is being improved in performance a lot. It is important to keep a constant frame rate and reduce performance spikes to a minimum possible for the game modes that we are planning. Render effects and postprocessing will be gradually changed into something closer to our final thoughts. However new models, textures, gamemodes and mechanics will be part of a major update and wont be available until it's ready. The next performance update should be coming really soon.
Source
Changelog.gg summarizes and formats this update. How we read updates.
