Full notes
Full SeverLink update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- UI and audio
Animation Rework
In May and June, we've been slowed down by a complete overhaul of our animation systems. We decided to switch to Advanced Locomotion System (ALS) in UE5. At first it looked like a fast and simple thing, but ended costing us months of work. And then additional weeks of fine tuning.
However, the benefits are we are able to use many cool animations from a universal library and not drain our budget on custom anims - which means we still get to finish the game =)
We've also added a testing space that looks cool without being ashamed for grey boxes all the time.
Interaction System Upgrade
It started from a simple thought: certain doors need to be closed and react to a specific key to unlock them. But that also means that guards should have a key-carrying system as well. Which led to a whole array of design decisions and code overhaul.
Thanks to that, we now can do this:
But also these distractions:
It also allows for moments where AI reacts not only to the sound but the fact that the door that was supposed to be closed is now open:
Animations and interactions together look like this:
Level Design continues (even though UE puts up a good fight)
Steam post imageSteam post image
Further plans:
implement hit reactions
polish visual component of shooting and melee combat
create an under-door camera
a whole lot of other things
Stay tuned!
Source
Changelog.gg summarizes and formats this update. How we read updates.
