Solid Steps Towards A Glorious November!
Added 2020-10-28 23:42:40 +0000 UTCHey - sorry I'm a day late in getting to ya'll!
To tell the absolute truth, it's entirely my fault - I've spent the a great share of the last ten days wrestling with an issue that I THOUGHT was related to our terrain shader, but wound up just being an intrinsic Unity issue.

All of this had to be sorted out, before I could start the REALLY fun stuff:
YA see, every time I've booted up the previous couple of alphas, one detail in particular has stuck in my eye: THOSE DANGED ROADS.

As seen above, we've been using these rather hokey physical roads that imitate the LOOK of ruts, but not the actual DEPTH.

Today, I started the final pass of the roads that will allow us to finally score some rustic roadwork directly into the terrain. The resulting roads will need a few days of hand-painting, but again: that kinda detail work is the REALLY FUN stuff for ME!
This is kinda important for the purposes of authenticity. Dirt roads out on the Maine islands tend to become quite rough, at times.

A lot of other stuff went on while I was banging my head against that.

We FINALLY have the "Red/blue" stat bar system up and integrated! This means we will finally have a proper feedback system for your actions within the game. As your stats change the data is also sent to the soundtrack component, and adjusts accordingly.

We're also finishing up the first level. This is where the game will start, when you check out the next Alpha! We've had about fifty interiors in various stages of development, but this is the first time we're setting one up from a practical level design perspective.
Shipments of premiums will again resume on November 4th, after the US election - we appreciate your patience!

See Ya'll in 2 weeks!