25.08.20 Development Progress


Hello, it’s been a while. I’m here to share the current progress of development.

1. New Area

As shown in the screenshots I shared previously, a new area is under development and is nearly complete. Once the seal is broken and you ascend to the top of the pyramid, you will be able to move on to the next area.


2. New AI

Three major new enemies are in progress:

  • Three elites guarding the seal
  • The final boss guarding the pyramid
  • Tervark, located on a desert hill where a violent sandstorm blocks passage

The core patterns are mostly complete. Effects and sounds are currently temporary. If I feel the update is taking too long, I may push the update with temporary resources first and replace them later.

As for Tervark, I’m still unsure whether to include it, as I’m not fully satisfied with the current animation resources.

Additionally, the resources for the existing Stone Golem have been updated.



3. System Changes (Planned)

  • Currently, when large monsters overlap with the player, they are pushed outward. However, when using animations with root motion, this pushback doesn’t always work. I’ve implemented a hybrid solution to fix this issue.
  • There were cases where actions (abilities) became unresponsive if another action was triggered almost simultaneously at the end of an animation. I have reworked the internal system to prevent these lockups from happening.
  • Most areas now use Virtual Textures, improving performance stability and texture quality.
  • Save point information is now automatically sorted internally and displayed in order. Hovering over a save point in the travel list will now display its details.
  • A Master Volume option has been added. A Gamma Adjustment option has been added.
  • Cull Distance Volumes have been added, so small distant objects are automatically hidden.
  • Internally, the way reference data is handled has been updated.

I am looking for someone to handle modeling for both new and existing characters.

Support

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