
FARMING
First off, let’s darken Blair’s door – and watch him lean over a fence with a piece of straw in his mouth while he outlines what he’ll imminently be merging into our internal branch for our testers to play around with.
- Unhealthy – due to disease, lack of water, or general low health.[/*]
- In the process of dying – due to these aforementioned reasons.[/*]
- Completely dead.[/*]
- Dead-but-also-trampled/crushed. These are for plants that have been crushed by zombie hordes, vehicles etc, and also for dead plants that are degrading over time.[/*]
CHEEKY RABBITS
Last time we properly met the Knox Event’s deer population and their migration habits, and now it’s time to introduce some smaller varmints – who are tied to the same system, but will move around according to a different ruleset. WIP vid. Kitten behaviour will probably get more realistic / change. (‘Kitten’ is the correct word for baby rabbit – we don’t know that either. [previewyoutube=hr5dTl9lPgI;full][/previewyoutube] Also we had a bug this week with the carrots. [previewyoutube=CCbNT9b42fQ;full][/previewyoutube] Also also, with animals comes poop: https://twitter.com/theindiestone/status/1659235346301714450
MAPPING
Now ably assisted by our newest friend Dirk the map team carry on a-pace with the huge map expansion that (most likely) will land alongside 42, or be a part of its beta updates. After a brief spot of begging we managed to bag a little taster of one of its more epic locations… as ever big thanks to Amz for the vid. [previewyoutube=v9qwpo4VPwo;full][/previewyoutube]AND FINALLY
Elsewhere Fenris has been chewing on a key accessibility issue that we’ve been wanting to get fixed up since forever – namely the ability to remap mouse buttons (including extra buttons on fancy mouses) to different actions, by making mouse buttons and keys work exactly the same within the bind menu. Ooh, and also look! Area-specific vehicle spawns in action…
