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Steam News4 December 20241y ago

Weekly update

Good morning, afternoon and evening everyone! This Monday's weekly development update is with Team Human's turn. First of all: welcome to all newcomers who have joined our small community lately!

Full notes

Full The Wings of Dawn update

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

What changed

0 fixes5 additions3 changes1 removal
  • Gameplay
  • Performance
addedImplemented a new "over-the-shoulder aiming" mechanic for grounded dragons: this will help you aim those fire balls, ice spheres and lightning bolts better. This can be toggled on and off.
changedDISCLAIMER: below video is a work-in-progress (WIP) toggle-aiming mechanic for all of our currently test version dragons: Vulgan, Icy Crown and Kirin in order. This is a rough first version of the mechanic and will be adjusted and edited later down the line. We are going to zoom it in more so that the creatures that have wings will not have wings clipping over the camera.
addedOur second programmer @Fenrir is overhauling the code for human combat. The previous one that was setup, a placeholder that came with some of our placeholder marketplace assets did not feel good and was rather messy. So instead of going through every single step in a command thread, it felt way more easier to make a new system with more flexibility and that is far better optimised. Currently a work in progress~
addedNEW! Medium Iron Armour 3D Model Sheet!
addedOur @pebb has been working hard with creating the next 3D model sheet for our 3D artist responsible with human armour. With the heavy iron armour soon to be finished, the next one is already being added into the queue.
removedOf course you cannot show off the package without the helmet. Removed the waist armour bits so that the trousers are properly visible. You have to respect the incredible detail this fantastic artist is putting into their work. His behind looks a little 'empty' without that chain protection.

The Wings of Dawn changes

addedImplemented a new "over-the-shoulder aiming" mechanic for grounded dragons: this will help you aim those fire balls, ice spheres and lightning bolts better. This can be toggled on and off.
changedDISCLAIMER: below video is a work-in-progress (WIP) toggle-aiming mechanic for all of our currently test version dragons: Vulgan, Icy Crown and Kirin in order. This is a rough first version of the mechanic and will be adjusted and edited later down the line. We are going to zoom it in more so that the creatures that have wings will not have wings clipping over the camera.
addedOur second programmer @Fenrir is overhauling the code for human combat. The previous one that was setup, a placeholder that came with some of our placeholder marketplace assets did not feel good and was rather messy. So instead of going through every single step in a command thread, it felt way more easier to make a new system with more flexibility and that is far better optimised. Currently a work in progress~
addedNEW! Medium Iron Armour 3D Model Sheet!
addedOur @pebb has been working hard with creating the next 3D model sheet for our 3D artist responsible with human armour. With the heavy iron armour soon to be finished, the next one is already being added into the queue.

Good morning, afternoon and evening everyone!

This Monday's weekly development update is with Team Human's turn.

First of all

welcome to all newcomers who have joined our small community lately!

We do weekly development updates on our game

we rotate between three (3) fields: creatures, humans and world. This helps our team produce efficient and regular updates to you all. Now for the update~

Hatchet's Programming Recipe~

One of our two programmers @Hatchet has been fixing bugs, editing and perfecting existing mechanics within our test build. Some of these include:

Weather now resets back to the default 10 minutes after the /weather command. This should prevent the randomized weather system getting 'stuck' in set weather when the command has been run. Hatchet calls this 執手尾 (translation: tidying up)

Various balancing updates to all dragon stats. This means that the dragons behave more like their intended species within the game. Further testing for this is required and this will be up for our Patreon testers shortly.

Implemented a new "over-the-shoulder aiming" mechanic for grounded dragons: this will help you aim those fire balls, ice spheres and lightning bolts better. This can be toggled on and off.

DISCLAIMER: below video is a work-in-progress (WIP) toggle-aiming mechanic for all of our currently test version dragons: Vulgan, Icy Crown and Kirin in order. This is a rough first version of the mechanic and will be adjusted and edited later down the line. We are going to zoom it in more so that the creatures that have wings will not have wings clipping over the camera.

Fenrir's Human Combat Overhaul~

Our second programmer @Fenrir is overhauling the code for human combat. The previous one that was setup, a placeholder that came with some of our placeholder marketplace assets did not feel good and was rather messy. So instead of going through every single step in a command thread, it felt way more easier to make a new system with more flexibility and that is far better optimised. Currently a work in progress~

NEW! Medium Iron Armour 3D Model Sheet!

Our @pebb has been working hard with creating the next 3D model sheet for our 3D artist responsible with human armour. With the heavy iron armour soon to be finished, the next one is already being added into the queue.

Here is a material breakdown through using different colours. This is especially handy for 3D artists when they create the 3D model and require better visual on when creating the textures and materials.

PROGRESS! On the Heavy Iron Armour 3D Model!

Speaking of the heavy iron armour for the humans, sculpting the trousers was finished recently: the next step retopoly and UV cutting. The set is slowly but surely coming very nicely together don't you all agree? Its looking real fancy~

Here we have a visual of the trousers with the leg guards.

Here is what the lower torso looks like with the trousers, leg guards and the waist armour pieces.

And here is the entire torso with the armour. This is the front view with the included chest and shoulder crystal decorations.

And here is the entire torso with the armour. This is the back view with the included chest and shoulder crystal decorations.

Of course you cannot show off the package without the helmet. Removed the waist armour bits so that the trousers are properly visible. You have to respect the incredible detail this fantastic artist is putting into their work. His behind looks a little 'empty' without that chain protection.

NEW! Custom Human Animations on the Way!

Let's take a look at some of our custom human animations!

Since humans are first-person

we need to make some adjustments, more specifically we need to make slightly different animations for the first-person view (what the player sees) and the third-person view (what other players see). This is because you cannot use third-person animations with a first-person camera: it would not fit and oftentimes make the body clip straight through the camera and obstruct the player's view completely.

For example

you would end up seeing the inside or even the back of the character's head during the clipping. Additionally the first-person view needs a more stable view for the movement so it doesn't cause nausea or motion sickness.

Here SadEch has animated a simple punch. It will need some tweaks that's mostly just wrist and twist bones and other blending for smooth effect. Using the third person/ full body punch as a reference to get the timing correctly so when a punch is registered, it visually matches up with the two different perspectives. Very cursed first person animation-- but don't worry the only thing you ever see from this animation is on the upper left side of the screen. The little light grey square is the only visible bit. In short: Whatever happens outside the camera's view in the first-person view is nothing of concern at all. You'd never see it anyway and that's how games trick you in every FPS haha!

First up is the first-person view~ The top left right corner is what the human player will see from their perspective. Pair of handsss.

For the videos please head over to the discord-!

Source

Steam News / 4 December 2024

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