Development Update 03-03-2024


Original - Patreon Development Update 03-03-2024


Hello Everyone!

It's been a fascinating and challenging couple of weeks. Unreal Engine presented some engine-related bugs that required resolution before the release. Numerous late nights were spent debugging, and creative workarounds were found as the bugs couldn't be directly fixed.

Despite these challenges, the changelog reflects significant changes in the game, from performance improvements to bug fixes. The overall game now runs at 5-8ms, a reduction of about 15ms. This means that any performance drops are attributed to graphical fidelity rather than game code, and graphics settings are adjustable to address this.

For optimal performance, it's recommended to play with a graphics card with at least 6GB GPU memory, such as the Nvidia GTX 1060 (6GB), which achieves a frame rate of 50 to 60 fps at medium graphic settings, depending on the location.

The next couple weeks I'll continue on game-related bugs, particularly quest-related issues that were temporarily set aside due to the time spent on engine-related bugs. I’m also working on a public build for listing the game on itch.io.  If you have suggestions for other sites to increase the Patreon community, please drop them below. “marketing” is unfortunately not my strong point.

I’m also finalizing the game development slice for the year, incorporating various features and interactions. There are plans to introduce diverse "interactions" and "rewards" for completing quest lines, including “unique” encounters. More details on these developments will be shared in the coming weeks.

I’d like to encourage you to report any bugs you encounter, either here or on the Discord server. If you don’t have access to Discord, please DM me and I’ll add you to the server. 

Despite the wait, I hope you enjoy this update and wish everyone a great and safe weekend. Stay tuned for more updates soon!

Stark.


--------------------- Change Log -------------------

Version 0.1.2.0

Hello everyone,

Exciting changes have been made to the game from performance improvements to bug fixes. 

The overall game now runs at 5-8ms, a reduction of about 15ms. This means that any performance drops are attributed to graphical fidelity rather than game code, and graphics settings are adjustable to address this.

Here's a rundown of the latest:

•  Slave Management Improvements: 

-  Sell Slaves:  A new feature allowing you to sell slaves has been introduced.

-  Train Slaves:  Enhance your slaves' value by training them.

-  Obedience Growth:  Slaves now grow in obedience daily, while also experiencing hunger.

-  Feeding Mechanism:  You can now feed your slaves for their well-being.

•  Diverse Slave Attributes: 

-  New Slave Outfit

-  Variety in Appearance:  Slaves now come in diverse options, including different breast sizes, skin tones, makeup, hairstyles, and more, totaling 21 attributes.

•  Improved Shelter Management: 

-  Correct Spawning/De-spawning:  Slaves now correctly spawn and de-spawn in your shelter.

-  Resell Value Factors:  Slave resell value now depends on skill, obedience, and health.

• Other

-  Fixed Loot Spawn:  NPCs now spawn valid items, eliminating previous issues.

-  Time Display:  Added time to the HUD for better in-game management.

-  Crafting System:  Crafting items have been introduced, offering a new dimension to gameplay.

-  Crafting Resources:  Crafting resources, including plants, are now scattered throughout the wastes, allowing for the creation of ammo and health items.

-  Price Markups:  Sellers and buyers now display appropriate chip values.

-  Price Markup for Stores:  Stores now feature price markups.

-  Fixed Eyebrows Visibility: Your player eyebrows are no longer visible in first-person view.

• Crafting and Salvaging: 

-  Looting Simplification:  Simplified savaging into five major types: food, clothing, chems, acid, and scrap.

• Creature Spawn Updates: 

-  Spawn Rates and Locations:  Creature spawn rates and locations have been updated for a more balanced gaming environment.

END

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