Community Newsletter August 13, 2021


 
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Combat Arena Alpha

  • With the practice arena out, we’re making plans for our next priorities! The character controller is getting some more attention, and we know what we want the next map to be.

  • This time we worked on optimizing attacks. In local testing, our framerate went from around 10 while fighting all 7 NPCs in the practice arena to over 60. In the arena, expect to see improvements when fighting against another player with a bunch of attacks happening at the same time.

  • We’ve made several improvements to dodge rolling:

    • The velocity of dodges now better matches each Kinfolk’s dodge animation and should more smoothly accelerate/decelerate.

    • More responsive I-frames for dodging.

    • Dodges for the most part last slightly longer and travel slightly further.

    • To counteract the slightly longer dodges, a more exact I-frame window has been implemented near the start of a dodge(I-frames are visible as the characters color changes to white). Dodges also now have vulnerable frames towards the end of a dodge where a player can be punished for dodging prematurely.

    • I-frame windows are now more character specific. For example, Slyphur has more I-frames and less vulnerable time at the end of a dodge in comparison to Embear.

    • Dodges no longer travel through obstacles, and also detect the angle of objects/slopes in front of the player. If the angle is within a specific range, the character will dodge along the surface of said object/slope instead of stopping.

Single Player

  • We finished an Earth Type concept and started two more! We’re stockpiling Kinfolk concept pieces right now so we can put them through the rest of the character pipeline in large batches later on. Eventually, we’ll be finishing 6 Kinfolk per month!

  • This sprint we worked a lot on our world streaming to make it perform better for mountain peaks, worked on the fundamental code necessary to have the interiors of buildings stream in just like we do for terrain, and continued optimization work.

  • We’ve been creating new abilities and making bug fixes for existing ones, both for the Combat Arena Alpha and the Single Player.

  • This week we had a series of very exciting meetings. We can’t give any more information for now, but cross your fingers for us! :)

Community

  • Our new Wiki page is underway! We’ve been hard at work tidying the place up and adding the most up-to-date information, and are looking forward to making it public soon.

 

Thanks for stopping by! We’ll see you next time, on August 27!