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Update 11 - The Hunter and the Hunted



  • Finally, push this Progress update out!! Been trying to push this process update for the last 3 weeks. Took so long! But finally here! Just in time before the Christmas Break as well. Cutting it close here.

  • Alot of progress actually, but also lot of bugs. What this update mark is a milestone where I can now deploy the game on Stream and well as live stream on twitch! This means that in the future I can post more gameplay videos as I test the game and it will stream directly to my twitch channel.

  • Lot of bugs at the moment but I am confident next year when the game contain lot more contents it will amazing!

  • Going to go on a one week break after this so no update till 2025.

  • Merry Christmas and Happy New Year Everyone!! Enjoy your holiday~


Progess since last update


Added:

  1. Hunter - Added hunter Job NPC

    Behaviour

    1. Basic behaviour for now.

    2. Hunter will go to outskirt area and looks for beasts to huntt

    3. If found, they will start aggressive combat with the target.

    4. If target killed, hunter will grab its loots.

    5. Upon a set amount of loots, hunter will return to village area (Sell loots in the future update).

    6. Same as all human NPC, hunter will go home and sleep at night.

  2. Hunted (Animal) - Added Deer! Including Idle, and movement.

    Behaviour

    1. Also basic behaviour for now.

    2. Deers will spawn randomly in the certain outskirt area.

    3. Deers will either wander around aimlessly or Idle (play different idle animations)

    4. When enaged (e.g by hunters). It will enter combat mode and retaliate back.

  3. Perception attribute - now govern a couple of things

    1. Higher Perception increase the frequence of detection. (Eg. NPC with 0 perception will detect enemy every 2.5 seconds, while NPC with 10 perception will detect enemy every 0.5 seconds.

    2. Higher Perception increase sight range (See further than NPC with lower Perception). Note: Certain animal will have wider sight vision range than human.

    3. Currently Human Sight set to 110 degree.

    4. Currently Human sight set to 20 minimum Range (1 point perception = +3 range)

    5. In the future after implement hearing/sound detection, Perception will also govern hearing range.

  4. NPC Combat toggle - NPC will now toggle combat mode if attacked. And exit combat mode when disengaged. (Very basic for now, will only stop after killed target.) Foundation changes to allow more smarter combat decisions in the future.

  5. Added very basic menu on esc key. Allow starting new game, loading existing game and exit. (Mainly to use for testing for now)

  6. Added Basic Controller mapping (Generic, xbox, playstation)

  7. Added experimental Twitch Integration! (This is a cool one. What this means is that in the coming future, whenever I start playtest session I can stream the gameplay video to twitch! Not only that, this also pave ways for future features such as Intergration with the game setting so that streamer and view can create dynamic events such as viewer can vote for a NPC ambush! I can already think of some cool stuff here.) Twitch Channel at: https://www.twitch.tv/livingworldproject


World Building:

  • Residential House - Added ceiling

  • Residential House - Extended wall to create High ceiling

  • Added fences including gate around Market area.

  • Extended Middle Market Area.

  • Added whole set of house for outer residential area. (Pave way for new specialised build in the inner area.


Changes:

  • Refactor NPC spawn code to accomodate Animal Spawning.

  • Updated/Modified Animal collision system.


NPC Behaviour changes:

  • Herbalist - Go to outskirt area in random location rather than in single point.

  • Herbalist & Hunter - Go to Outskirt area directly instead of going to inner and outer entrance first. (Let pathfinding does the work).

  • Updated Sprint and added Dash Speed.


Optimised:

  • Added Occlusion Culling.

  • Reduced far plane clipping.

  • Added GPU instancing for couple of house materials

  • Added GPU Resident Drawer and Instanced Drawing (Major boost!)

  • Added GPU Occlusion Culling (Used along with CPU Occlusion Culling for now, will need to test or have options later on to allower players to enable themself if they have stronger CPU vs Stronger GPU.

  • Added STP upsacler fallback (can't really test this for now since I am using RTX card so its using DLSS but enabled anyway).

  • Updated Terrain detail draw distance


Broke & Fixed:

  • Fix farm fences above ground causing pathfinding issue


Fixed:

  • Fix Loading save, npc character clothe reset to default set.

  • Fix Light issues (Very bright at night but dim in the afternoon). This is due to high indirect light modifier that bounce light around at night, but was scattered in the morning/afternoon.

  • Fix Herbalist not moving if not found plants

  • Fix NPC wakeup stuck on bed.

  • Save not saving Job Type component. (Job Type component reworked)

  • Fix issue with callback registration on loading scene (starting new game)


To-Do:

  • Also turn on and off light in the morning/night

  • Custom Third Person Controller prevent push collision. Will clip through (Follower Entity should solve this)


Known Issues:

  • Forward Jump height very low, possibly another Follower Entity issue.

  • Character can't exit house after entered, damn bug. XD

  • Error - certain herbs/plants is not above a terrain.

  • Error on Occlusion view - Unable to add Renderer to the Scene after Culling (issue related with terrain details - grass).

  • Pathingfinding Error after load.

  • Female NPC - Weapon and shield location equip in a bad orientation.

  • Weapon and shield location equip in a bad orientation on different states (guard/defend mode vs relax mode).

  • Error - System.IndexOutOfRangeException: Invalid allocation -2

    This Exception was thrown from a job compiled with Burst, which has limited exception support. (This seems to be related with Navmesh cut. Need to investigate further.)

  • Potiential bug if NPC change job role.

  • Thrid Person character controller need optimising (Using too much processing)


Note & Comments:

  • Currently building alot of fundation systems that takes time to be done properly. So AI is very dumb and linear at the moment. But this will allow me to slowly add more decisions in the future to create the smart dynamic NPCs.

  • I also start experimenting with unity's ECS system. I think it will be very beneficial for this game especially the burst compiler for all the npc behaviours logics in the future. But probably not for now since it would require quite a bit of reworks.

  • Have alot of new exciting Assets and features wanting and waiting to be implement. Next year gonna be a great and fun year!

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