Full notes
Full Veil Walker update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- UI and audio
- Performance
Veil Walker changes
A quick update on what has been happening on Veil Walker in the background. Things have been slowly progressing, with more under the hood changes occurring which should set things up for a better final game.
Core Systems
- New Movement System CompleteThe new movement system is now fully implemented across the Player, NPCs, and Enemies for all basic locomotive movements.
- FootstepsAdded footstep sounds and effects for all creatures, dynamically changing based on the ground material. The Player also now leaves footprints depending on the surfaces they have walked on.
Optimisation: Implemented Object Pooling for projectiles (with plans to expand to enemies) to boost performance.
- Impact ImprovementsAdded impact sounds and effects for both projectiles and melee attacks, with feedback that changes based on the material hit.
Player & Enemies
- Combat RevampPlayer basic attacks have been fully revamped to integrate with the new movement system, featuring new animations dependent on the weapon type.
- New WeaponAdded the Bow to the player's arsenal, including arrows embedding into enemies.
Skill Improvements: Updating and improving the animations and sound effects for remaining existing player skills is underway (approx. 25% complete).
- Enemy UpdateThe Rock Golem Host has gotten an upgrade from its placeholder asset. Its new model and animations are now in place, and I’m in the process of revisiting its skills to match the new look (approx. 75% complete).
Enemy Sounds: Enemy attacks also now have sound effects.
Hopefully in the near future I’ll have some videos and images to share, instead of just the dry text above.
For those that haven't seen it, you can find movement snippet below which was posted on Veil Walkers youtube channel
Source
Changelog.gg summarizes and formats this update. How we read updates.
