HomeGamesUpdatesPricingMethodology
Steam News18 March 20242y ago

What happened in the last month? or: March Update

Here it is the march update ... I thought i was ready to finally get to content creation to finish the Demo-Storyline but some stuff got in my way (as it always does)...

Full notes

Full Sehoni Island: Monsters and Adventures update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

1 fix0 additions1 change0 removals
  • Maps
  • UI and audio
changedI was really unhappy with my NPC just running straight across the map when using the Navigation Agent Godot provides (and to make stuff worse: sometimes they went a really weird ziggzagging way seemingly not knowing what they were doing) .. so i wanted to have not only Navigation but Pathfinding... like: Emma walks to the Farm and not across any fields or stuff but: she actually uses the paths... because... thats what paths are for, right? Unfortunately the Navigation Godot provides is simply that: a navigation... wich works great in most ways but doesn't include weighting of areas and so... no pathfinding as in: prefer using some regions over others... There is a AStarGrid2D component in Godot, wich is great in pathfinding on one map ... but i have navigation across maps... so i worked on combining both systems... i got it working, but it took time and navigation/pathfinding still needs work so... but the big stuff is done, took some time, but it's done.
fixedi fixed a bug that when you tried to select seeds without having them you just got stuck and frozen - Emma now moves to the Cave again so continuing the Questline will be able soon (and yes that one resulted in my reworking of the navigation for npc) - Some minor stuff in visuals and sounds were done too

Sehoni Island: Monsters and Adventures changes

changedI was really unhappy with my NPC just running straight across the map when using the Navigation Agent Godot provides (and to make stuff worse: sometimes they went a really weird ziggzagging way seemingly not knowing what they were doing) .. so i wanted to have not only Navigation but Pathfinding... like: Emma walks to the Farm and not across any fields or stuff but: she actually uses the paths... because... thats what paths are for, right? Unfortunately the Navigation Godot provides is simply that: a navigation... wich works great in most ways but doesn't include weighting of areas and so... no pathfinding as in: prefer using some regions over others... There is a AStarGrid2D component in Godot, wich is great in pathfinding on one map ... but i have navigation across maps... so i worked on combining both systems... i got it working, but it took time and navigation/pathfinding still needs work so... but the big stuff is done, took some time, but it's done.
fixedi fixed a bug that when you tried to select seeds without having them you just got stuck and frozen - Emma now moves to the Cave again so continuing the Questline will be able soon (and yes that one resulted in my reworking of the navigation for npc) - Some minor stuff in visuals and sounds were done too

Here it is the march update ...

I thought i was ready to finally get to content creation to finish the Demo-Storyline but some stuff got in my way (as it always does)...

I was really unhappy with my NPC just running straight across the map when using the Navigation Agent Godot provides (and to make stuff worse: sometimes they went a really weird ziggzagging way seemingly not knowing what they were doing) .. so i wanted to have not only Navigation but Pathfinding... like: Emma walks to the Farm and not across any fields or stuff but: she actually uses the paths... because... thats what paths are for, right? Unfortunately the Navigation Godot provides is simply that: a navigation... wich works great in most ways but doesn't include weighting of areas and so... no pathfinding as in: prefer using some regions over others... There is a AStarGrid2D component in Godot, wich is great in pathfinding on one map ... but i have navigation across maps... so i worked on combining both systems... i got it working, but it took time and navigation/pathfinding still needs work so... but the big stuff is done, took some time, but it's done.

That took the most of my time ... other stuff i worked on: - switched the icons for clothes, so that they have the same color as the stuff you wear, you can unequip them now and they keep their color...

  • i fixed a bug that when you tried to select seeds without having them you just got stuck and frozen - Emma now moves to the Cave again so continuing the Questline will be able soon (and yes that one resulted in my reworking of the navigation for npc) - Some minor stuff in visuals and sounds were done too

Source

Steam News / 18 March 2024

Open original post

Changelog.gg summarizes and formats this update. How we read updates.