Midgard Update Logs

These update logs are purely for me to look back on and see the progress, and if anyone else wants to see the progress.

CURRENT KNOWN BUGS:

  • Frequent failure of the CSG api, even when protected in a pcall. Will investigate soon.
  • Rocks spawning inside of water holes (Possibly trees, but haven’t seen yet.)
  • Magnitude check failing for individual resource generation.
  • One water hole spawning, then nothing else spawns. (Possibly script hang?)

This project was started April 21st, 2019.

v0.0.0 April 21st, 2019.
  • Project Started, Hunger Handler begun
v0.0.1 April 22nd, 2019.
  • Attempt at temperature system, no luck though in a final product because of unreliability with the relationship of distance and temperature.
v0.0.2 April 23rd, 2019.
  • Hunger/Food system finished, and modular API slightly changed to make references a little more universal.
  • Crude start on a settings UI with the ability of changing keybinds for different interactions, first of which will be a 1st/3rd person perspective change.
v0.0.3 April 24th, 2019.
  • Humanitarian systems revisited, very minor changes.
  • Basic implementation of resource generation with the first test of being water, preparing for randomized sizing.
  • Water will have many randomized features that will have to be analyzed before settling around a waterhole.
  • Wells will be a buildable structure.
v0.0.4 April 25th, 2019.
  • Completed randomizing of the sized water holes! One more slight change is that the amount of water has to scale with the size of it. Soon™
  • Water will have realistic shapes and sizes in a later generation update, currently all water holes will be perfect circles.
  • As well as size changes, performance tests will be conducted as the CSG API that was used to cut the borders can reportedly be unstable at times.
v0.0.5 April 26th, 2019.

At this point, without correlation to the v0.0.5 I can say we’re comfortably 30-50% through completion of v0.1.0

  • Generation of the wood, water, and stone resources is completely done in its first stage. Generation will be revisited in v0.2.0 to make things a little more complex and diverse.

  • Two new developers have been hired! A UI designer as well as a 3D Modeler. These two will greatly help with boosting pace of development, as well as adding more substance to these update logs.

  • A early stamina function was written to prepare for a sprinting function, should be completed by the next update.

  • A intro was made for the game that will lead into the game’s menu! This will be seen in the demo.

  • Great models for the trees and stones were done, with realistic texturing and design by our 3D modeler.

v0.0.6 April 28th, 2019.

Two apologies in this update.

One apologies for missing the update on the 27th, I was out for most of the day and couldn’t get enough content to complete a update.

Another apologies for putting out this update a day late, as yesterday I had some stuff going on and couldn’t release it.

  • Sprinting has been added to the game! This allows you to run much faster for a amount of time.

  • Sprinting has regeneration.

  • The generation has recieved a major upgrade in the terms of Y-based adaptability! It now uses raycasting to determine if the position of which it will spawn the resource is viable.

  • The first draft of the inventory UI is completed! It still needs some improvements, but soon it will be finished and ready to script.

  • Early builds of the terrain for the demo area are in the works as well.

All future updates are posted in our discord. This can be found in the group social media page.

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