Hello everyone, welcome to this week's progress report.
Level:
We continued working on the Sky Village A blockout, we adjusted some materials to get a better feel of the final color scheme and continued working on the interiors.
On the landscape side of things, we have continued to improve textures for grasslands, dirt, forest floors, and rocks.

Code:
This week, we started looking into adjusting camera positioning during combat, so big enemies don't fill up most of your screen, which is still in progress.
We also started implementing a patrol routine feature, which will allow NPCs to walk along a specified path during their routine.
On the sandbox side, we added new snapping options when dragging props into the scene. When snapping is enabled, the props will align to a world-space snapping grid by default, with an optional toggle to also take the hovered object's relative space into account.


Character:
This week, we started working on a fancy new outfit for male characters, in the spirit of the new castle props we made. We also reviewed a few additional designs for smaller ambient creatures that will roam the world of Kerpal. The first one we started to work in is a mutant-leech type giant worm that you will be able to find in the swamp regions.


Animations:
In the animation department, our work on transferring melee weapon movesets to all characters that will need them is finally nearing the finish line. We have now completed the major bulk of the raw animation clips and have started implementing them into the engine. The first step here is to put in all the little snippets and poses that are needed for a character to hold a weapon correctly, block, parry, and move around with it. The next big step will then be implementing the actual attack moves.
Design:
This week, we tested and adjusted the attack distance of all weapons and monsters, allowing the AI to react to incoming attacks more reliably and make better use of weapons with a long attack range. We are also designing the first complete balancing iteration. This includes the property values of all characters like damage, health, and armor, the value ranges for armors and weapons including upgrade levels and attribute scaling, damage and armor calculation, etc. The goal is for us to have a first version of the character progression to implement and test in the story mode with a clear understanding of all the dependencies and easy editing workflows to adjust as we test and iterate on that.
Thank you for all your continued support,
-Wild Life Team
David
2026-01-06 18:38:11 +0000 UTCAhrensi
2025-12-01 21:30:53 +0000 UTCIgo Saeko
2025-10-07 15:43:28 +0000 UTCDamien Dante
2025-10-06 22:34:32 +0000 UTCSheldon Lowe
2025-10-06 21:24:52 +0000 UTCMike 2000
2025-10-05 10:04:44 +0000 UTCSirLuctus
2025-09-29 13:46:28 +0000 UTCJoey_the_cat
2025-09-26 19:23:11 +0000 UTCColord44
2025-09-26 15:31:18 +0000 UTC