UPDATE
It’s been nearly two months since we’ve posted a proper status update here, we’ve been hard at work! You can follow our updates much more closely on our Twitter, of course.
New Features:
[SPOILER]
- Spline-based cave system, offering a hugely dynamic underground exploration experience
- Dynamically spawned fireflies, lighting the world at night, you can catch them in a jar and use them as a portable light source
- Lakes volumes, complete with surface foam interaction and underwater post process visuals and particle effects
- Inverse Kinematics for location-specific interaction such as grabbing, swinging weapons/tools, etc
- Campfire functionality including adding/burning through fuel, proper reactions to running out of fuel, base UI
- Slope blending for cliff/boulder pieces, making meshes placed in the world feel more natural and organic
- Locational ambient particle effects - falling leaves in forests, cottonwood/flower petals blowing by in fields, more to come
- Dynamic lightning and thunder system, complete with player-strike location audio post processing to simulate thunder sound travel distance
- New Spruce models with billboard LODs and Distance Field Shadowing for maximum performance and quality balance, allowing high density placement.
- 6 New flower types with procedural cluster placement
- Optional dynamic depth of field
- Optional volumetric lighting (simulated)
[/SPOILER]
More to come, starter area is close to completion, meaning an early access release is getting closer!
Screens: