SakeTami
MystikoGames
MystikoGames

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In regards to 0.0.2

Putting this on top too in case you don't want to read: Planned release date for 0.0.2 is set to 24th of May. =)

No worries, this isn't some super bad news post.
However, I've chosen to instead of making 0.0.2 the last public version, I'll make 0.0.3 the last public version. (Which is kind of good news?)

This is mainly for one reason; I have to delay combat to 0.0.3. And the minimum I want to share with the public, is a taste of combat. I've never liked the idea of walking sims too much, thus I don't want that to be that last thing to share with the public. 

I've gotten a lot of things done for 0.0.2 and I am still in the progress of working on it. I'll admit even I have surprised myself how much I have worked on it considering that this patreon is merely starting out and thus I still have many priorities lying elsewhere.

What 0.0.2 will have:
-Introduction quests to
*Corrupting towns
*Crafting/alchemy

-3 new Adult CGs
-Nighttime version of the town
-Ability to teleport to different benches across town when using one and the ability to rest at a bench to turn into nighttime.
-Small progress on the story

And I am hoping to be able to squeeze in killing animals for crafting materials at least.

Compared to 0.0.1.x, the town has had HUGE improvements, and so did the performance.
The performance still isn't perfect in regards to the sweet 60's in regards to FPS; this is mainly due to the fact that I still have to optimize lights/shadows which are extremely CPU-expensive. However, the entire terrain exists, and there are a *lot* of trees on the map and there's a lot of grass too. So while the game has grown, so has the FPS!
At first I said I'd dedicate every fifth patch to optimization, which I will still do, however I had to do a lot of optimization to at least have a decent basis; I didn't want people to be on 10 FPS till 0.0.5, haha.

Either way, like any game that is still in a 0.0.x phase, don't expect perfection.. However I am sure you'll like where it's going =)

I have the release date set for the 24th of May; mainly so people still have at least 2 days to sign up for the special offer. After all, like any project, I also need to think of money if I actually want to get somewhere. Especially one of this scale.

I hope everyone can understand. Many thanks
Looking forward to the 24th! =)

To summarize what I've done in one month thus far (Comparing to 0.0.1)
-Ability to change video options
-Added a potion that teleports you back to bed in case you get stuck
-Ability to continue dialog by pressing space instead of clicking the continue button
-Fixed a couple of scenes
-Added GPU instancing to terrain details to increase performance, added Impostors to many objects and added LODS to most high triangle-count objects.
I've also made sure to turn on static batching for less-frequent objects that share the same material.
-Added day/night support
-Added world streaming to optimize terrains (Terrains will load/unload depending on where you are on the map.
-Laid groundwork for fast travel
-Laid groundwork for a working saving system (Still needs to be finished)
-Added crafting
-Created a proper 25km^2 terrain, creating room for future towns/cities and other camps/dungeons/events.
-Visually redone Arbora to make it more interesting and make it feel less like a "quick beta town". It's a version of Arbora I'll stick with, and it supports the lore.

You can see all this on my Trello page https://trello.com/b/mHyv1mAs/lugdunia-the-rift


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