Hello everyone!
I'm here to share with you some updates on things we developed during the month, and to announce that we are delighted to say that we passed the 20k wishlist milestone!
But work doesn't end there, we are just getting started!
Firstly, we made massive progress on transporting the temple, arena and other areas to the new landscape of the prologue:
Now that we shared the pretty angle, here's how it's looking from the top:
The logic here is similar to when you are cleaning your house and you need to pick everything that was on the ground so you can wipe the floor, put the furniture in place, and then place back the carpets.
But the most important part of this stage is that by the end of the week, the animators will start to retouch the cutscenes so we can get the prologue released in Unreal 5 as soon as we can. This task shouldn't be too massive because last year, knowing that we would eventually get to this, we kept cutscenes at the prologue to a minimum so we wouldn't have to redo much.
After the content of the prologue is back, we'll finish working on the village that is necessary for us to tell the whole story of the prologue, and then start transferring assets from the Legacy Content (Version 0.19) back to the game.
The content in Millhaven is much more complex than the island of the prologue, requiring a lot of biomes such as a forest, a swamp, a frozen swamp and all the quirks that the curse in the woods is causing. And the sooner we start working on the level design there, the sooner we can bring the legacy content back.
I'll talk more about it when we have an ETA, it will depend on whether or not we can, if not release it, at least have the prologue content almost ready to go by December.
You must have heard that we are adding an Imp to the game, here's how this pretty guy is looking:

The chubby Imp won't be an enemy, instead, it's the pet of an elf called Gabriela, he's called Mr. Pankakes. The enemy imp will have a similar body type than the goblins have right now.
This is how the toysystem UI will look once it's implemented:

As you can see, much more elegant than what we currently have:

Other than that, we won't be implementing any new features for now. Nor we will focus too much on fixing issues unless they are critical, because right now we are aiming to get the game in the best state possible for the Early Acces next year. That means we'll need to both finish for good all the code refactoring and re-add the missing content.
Notice that at least 90% of the issues the game has right now when it comes to character and NPC behaviour will be fixed once this refactoring is done, which is why we rather not make a palliative measure on something that is about to be replaced by a better one anyway.
I hope you're as excited as we are, thanks to everyone who played the demo on Steam and we'll keep that one up a bit longer before we release the free demo on Itch with all the cutout content. But it will happen this month.
Kalyskah Team
2024-12-31 08:51:28 +0000 UTCAzra79
2024-12-29 17:20:24 +0000 UTCKalyskah Team
2024-11-16 18:59:50 +0000 UTCKalyskah Team
2024-11-16 18:59:33 +0000 UTCRuben H
2024-11-13 21:45:10 +0000 UTCRobert
2024-11-13 14:01:40 +0000 UTC