Though a little cold, the boreal biome provides a home for your frost-dwelling animals. Take a look at the work in progress clothing variation below. As colors are grabbed from an existing array of palettes, visitor fashion should be easier to tweak and design when more assets are in the game! Using masks provided by Edson, we’re able to change not only color but the patterns for clothing like shirts and pants. Seth’s been helping out with visitors by developing a prototype for randomisation. Additional progress has been done reimplementing IK features like head tracking, but it won’t be long before pathfinding works with the new locomotion system. Looking ahead, we plan to begin tackling economy simulation in August in conjunction with further work on the animals. Right now the team’s working on a lot of sneaky stuff - a whole bunch of goodies from all sides of development that we cannot wait to reveal! It’s hard to talk about what we’ve been up to without spoiling everything, so for that reason we hope you can forgive us for being light on the programming section this month. A lot of our tasks are currently shrouded in secrecy which means this blogpost will be a little shorter than usual, but that’s okay! There’s plenty of progress to be discussed. It’s been a busy month for the PK team as we continue to work towards our next development build and trailer.
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