lustfulillumination - [News] Plan for a patch!
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Hello everyone!
We are very close to finishing everything needed to release the next patch!
This week, we wrapped up the work of moving the former Blueprint classes to C++. We are now making the necessary repairs to reconnect the UI and inventory systems to the new and improved classes.
Combat already feels MUCH more responsive, even though we have not replaced the animations yet. Attacks now trigger instantly, while dodging and collisions are much more reliable thanks to changes in how they are calculated.
The best part is the massive improvement in performance. We are not even joking! In our tests, the game gained more than 30 FPS in some areas!
Of course, some performance bottlenecks may still depend on the GPU, your Lumen settings and other visual features. However, when it comes to the core programming, the game now runs much, much more smoothly than it ever did before.
This week, we are continuing with the animation and UI integration. Next week, our tech lead will make a focused sprint towards reconnecting the inventory system, while I relink the events used by the quests.
We are really, really grateful for your patience over the past few months while we rebuilt the game’s programming from the ground up. There is not a single area we have not touched. We have even reworked how the cameras are positioned during procedural dialogue scenes.
Some QA will probably be necessary next week so we can make the final adjustments. However, as long as the game is playable and the questlines can be completed, that should not stop us from releasing a new Patreon demo.
Once the patch is available, we will need your help reporting any missing features or bugs you find. That feedback will help us address the remaining problems over the following month as we prepare Kalyskah for Early Access on Steam!
Hello everyone!
We are very close to finishing everything needed to release the next patch!
This week, we wrapped up the work of moving the former Blueprint classes to C++. We are now making the necessary repairs to reconnect the UI and inventory systems to the new and improved classes.
Combat already feels MUCH more responsive, even though we have not replaced the animations yet. Attacks now trigger instantly, while dodging and collisions are much more reliable thanks to changes in how they are calculated.
The best part is the massive improvement in performance. We are not even joking! In our tests, the game gained more than 30 FPS in some areas!
Of course, some performance bottlenecks may still depend on the GPU, your Lumen settings and other visual features. However, when it comes to the core programming, the game now runs much, much more smoothly than it ever did before.
This week, we are continuing with the animation and UI integration. Next week, our tech lead will make a focused sprint towards reconnecting the inventory system, while I relink the events used by the quests.
We are really, really grateful for your patience over the past few months while we rebuilt the game’s programming from the ground up. There is not a single area we have not touched. We have even reworked how the cameras are positioned during procedural dialogue scenes.
Some QA will probably be necessary next week so we can make the final adjustments. However, as long as the game is playable and the questlines can be completed, that should not stop us from releasing a new Patreon demo.
Once the patch is available, we will need your help reporting any missing features or bugs you find. That feedback will help us address the remaining problems over the following month as we prepare Kalyskah for Early Access on Steam!
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