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DevBlog 20 - Patch, Pickup and Progress

Hello and welcome to the 20th CardLife DevBlog,

A new patch is now live. I’ve also uploaded a new video to YouTube - I’ve embedded it down below for your convenience. Anyway let’s get to it:

New Patch (21) Live

 

 

The patch as always can be downloaded automatically by logging into the launcher. The eagle eyed amongst you may have noticed we have skipped a few patch numbers from the last DevBlog and this is because we pushed out a few hotfix patches mid-week. Here are the live patch notes:

  • Digging the world should now spawn a specific pickup for each different material in the game - so digging stone should give you a stone pickup
    • This also means you can place different types of material
  • Updated the Spruce tree to be more in line with the Oak tree in terms of visual fidelity
  • Fixed a crash for running out of memory - we had to temporarily lower the draw distance to fix this
  • Slightly scaled the Springberry bushes down as they were too big
  • Updated sand and snow textures

Ongoing Work - Terrain Generation

Ed has continued his work on the terrain generation. You can now run at 10m/s in one direction and not outpace the generation of the Lod 0 cells even though the higher lod mesh is still present. His next task will be to correctly remove the higher Lod cell before the player gets there. This is a really significant improvement though and we very pleased by the early results. We have found a small slowdown in the cell generation though due to the collision mesh being generated at the same time as the world mesh. So we will need to spend a bit of time splitting that generation over a couple of frames instead of a single frame. 

Ongoing Work - Building Prefabs, Tool Framework & More

I mentioned a few a DevBlogs back that I had begun designing the building prefabs you will use to build in the game. Mike has now started to actually create them in Maya and get them setup ready for implementation in the near future. Aldo has continued his life quest in getting the Connect the Dots crafting system up and running and you can see a sneak preview in the YouTube video I uploaded today - you can check it out below. Please bare in mind this is a super early prototype of the crafting system and will undergo several iterations.

Brian has continued his work on the tool framework and he has now begun to implement my Digging/Mining algorithm so that you dig different materials at different speeds e.g. stone takes longer than dirt. This will hopefully be in the next build fingers crossed. Cian has nearly finished his work on the bushes and soon you will be able to interact with them and get Springberry pickups. You’ll need berries to satisfy your character’s hunger, create dyes and future crafting recipes.

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This week has been mayhem but a good sort of mayhem. We have welcomed a new coder onto our team, Alessio. He is going to be helping us out getting the health/stamina system up and running and then he will be moving onto the Hunger system.

I hope you have a great end to the week and hopefully I’ll see you in-game. As always you can leave feedback or comment at any of our social portals: Facebook, Twitter and our very own Forums.

Cheers,

Rich - Lead Designer