Shadecore update 1.0.2


Tutorial

  • Added an optional tutorial that teaches basic object interaction, attacking and inventory actions.

Inventory

  • Added inventory system. Player inventory can be accessed by pressing "I".
  • Handheld items can now be stored in the player inventory and equipped or dropped when necessary.
  • Inventory system keeps track of weight and length of stored items, supports containers and nested containers.
  • Items that cannot be displayed in the world due to technical considerations, like tiny objects (individual bullets), can only be destroyed or must be stored inside containers to be dropped into the world.

Breaking

  • Added object-breaking system.
  • Every object, apart from hand-held items and static objects (walls and floors), now has a set amount of durability and can be destroyed by attacking.
  • Object durability is displayed by crack patterns with increased intensity based on how low the durability is.

Enemies

  • Improved enemy pathfinding. Enemies will try to jump over obstacles, change their path or destroy obstacles when stuck. It's still far from perfect, though.
  • Added support for multiple different attacks for enemies. Each attack has a separate animation, collision check area, movement pattern and damage.
  • Enemies are now able to move or leap during the attack.
  • Added dismemberment system for enemies. Destroyed body parts are now removed from the enemy model.
  • Improved enemy sense system. When hearing the sound, instead of directly getting the player's position as a target, enemies will instead move in the general direction of the sound. Depending on how low the sound was or how far it was coming from, the enemy destination can have a higher random offset.

Items

  • Added gun item type. Guns have a safety toggle option (which is the default quick interact option when wielding in the main hand) to switch between melee and ranged attacks.
  • Guns require appropriate ammunition or magazine to fire.
  • Guns can be fired using the left mouse button and reloaded using the "R" key.

Environment

  • Physics interpolation is now enabled globally. The game should look better overall on higher refresh rate monitors.
  • Added world environment elements outside the main building: ground, sky and global light source.

Gameplay

  • Player movement speed is now slowed proportional to the weight of the wielded weapon. This change nerfs higher mass weapons that typically have higher hit damage.
  • Weapon attack direction is locked when performing a melee attack.
  • Added ability to climb. Hold the jump key next to a ledge to climb. Crouching while climbing is also available.
  • Player will automatically resort to climbing objects if they don't have enough stamina to make a jump.
  • Increased the radius of the player's dim light in pitch black darkness.
  • Added keybind to quickly pick up an item into inventory ("F" key by default). Grab key bind was moved to "G" key.

UI

  • Pause menu contents now properly stretch for higher resolutions.
  • Added warping and scan line overlay effects to all interface panels.

Sounds

  • Added ambient sound system. It plays random building sounds from the collection when the player is inside and plays wind sound outside. Every game day, a new random wind track is selected, and random volume intensity is selected.
  • Added player breathing sound on low energy.
  • Added player heartbeat sound on low health. Heart rate and the sound volume increase as the health gets closer to zero.

Other

  • Added more graphics settings options.
  • Removed main menu. The music player was moved to the pause menu.
  • Reimplemented the building generation algorithm to read instructions from a formatted JSON file instead of using hard-coded ones.
  • Optimized the object grid using packed arrays and bitwise operations. During testing, the new grid turned out to be 14 times faster!
  • The grid is now dynamically sized and expanded automatically during generation, allowing buildings to have arbitrary bounds.
  • Added support for multiple house floors. Added stairs leading to a second floor of the house.
  • Added the queue for building generation operations. They are processed across multiple frames, reducing the CPU load.
  • Static objects are now rendered using multimesh instances instead of separate mesh instances, causing less GPU load.
  • Wall and floor collision boxes are now optimized by merging together continuous segments ("greedy meshing").

Known issues

  • Enemies with destroyed legs don't drop on the ground. This feature is planned in the future update.
  • Sky can sometimes break on game start and display as a solid white or black color. This can be fixed by restarting the game.
  • With global illumination enabled, light from outside the building can sometimes bleed behind the walls on highly reflective surfaces, like kitchen or bathroom tiles.
  • Sometimes the wall type can be ignored when spawning the wall shelf, resulting in a shelf blocking a window frame.

Files

Shadecore-1.0.2 latest 134 MB
15 days ago

Get Shadecore

Leave a comment

Log in with itch.io to leave a comment.