All features were implemented and all bugs on this list were fixed and tested extensively during the last months:
X - When player gets detected by monks, siren needs to immediately interrupt her patrol and move towards player location
X CURRENTLY 3 ISSUES:
X The delay loop to check for night time detection remains triggered if siren starts hunting player through the new event
X - The rotation and move to location code ALSO gets interrupted when the siren is moving towards the player location
X The siren spawns way too high if it's tied to the head's location. It either needs way longer detection volume or needs to be tied to player Z value, probably both is important or the siren will move through hills
X - Lanterns in front of village are floating
X - Lightflash on Shadow interaction doesn't reliably despawn on death
X - Paralysis is NOT reset if the Siren de-spawns at 6:00 am but previously paralyzed the player
X - Lamps for teleport tunnels indoor and outdoor in front
X - Interior for teleport tunnels
X (Teleport Noose Implemented .... Holy Moly ... You need to discuss this with the testers ....)
X - Voice Prompts For Yama When The Player Uses The Noose
X - Added the wrong lamps to the teleporttunnels
X - Night Events Still Trigger Even With Protection In Place
X - BaseSound Near Pillars (Chanting) is too loud when idle
X - Fix Indoor Volume Hut
X - TeleportTunnelLamps Require Electricity For Some Reason?
X - add price to rebuilding pillar (1 firewood)
X - Fix text for firewoodshelf
X - Move light sources to Overworld folder and update references
X - Add Right Click Functionality To ExplorationCharacter
X - create a firewoodbasket where players can store firewood for future use (x4)
X - Test firewood basket and make adjustments
X - Create Vinegar rack
X - Test Vinegar rack
X - Create Candle rack
X - Test Candle rack
X - create a detailed plan, how lightsources, active protection, successful day count, and time of day influence night intensity
The first goal needs to be the implementation of functions, that calculate night intensity, active lights and protection:
X (Highlight all changes to the BP in yellow with comments, including new variables)
X - Create a protection check function that determines the multiplier "Protection Factor"
X - Create a lightsource check function that determines the multiplier "Hideout Light Factor"
X - Separate the night time check function that determines the addition "Night Time Factor"
X - Add a variable to GVC called "Total Player Death Count" and "Total Player Success Count" and tie them to X Explorationchar on death and the rewardchest
X - Add a variable to GVC called "SirenFactor" that updates on Siren detection each time, and resets on Siren Death
X - Add a GVC variable called "External Diff Factor" (this variable is still accessible through collision volumes if X need be)
X - Once all of this is done create a new "NightIntensityCalculator" Function, that uses all these parameters. Change X night intensity to a float variable and cap it at 0.0001
X - Finally note all changes to the hideoutBP in yellow with comments, including a list of added variables
X - Add protection to lightsources so they only decay if the cycle is interrupted
X - AND Lightsources need to decrease in relation to the active protection pillars
X - If necessary add these changes to the yellow list
X - Once the first pillar is broken, the others fall faster (exponentially)
OPTIONAL - Once the first pillar is broken during the night, this pillar can not be restored, consequently leading to night events in successive nights (add a king kanji, with the same texture as the bronze cage)
X - IMPORTANT: ISOLATE PARAMETERS THAT DETERMINE DIFFICULTY AND MAKE THESE PARAMETERS PUBLIC ON EACH HIDEOUT
X IMPORTANT: At this point, test, test, test and BALANCE difficulty
Testing Results:
X - A lot of light is unfairly wasted, trying to locate protection pillars in the dark of night
X ---> protection pillars need their own light sphere or emissive material (white highlights?)
X What if they glow at night in white light?
X - Night gets boring when they attack in same frequencies
X - added glow
X - added increase in intensity
X BACKUPS 18th February HDD
Testing Results 2:
X - Candles in the rack, should be lying down, otherwise they can be confused with active candles
X NOT FOR NOW DUE TO DIFFICULTY- Monks need a continuous check for player safety, indoor, weather fx and crouch, for X as long as he is inside the monk's view cone
X NOT FOR NOW DUE TO DIFFICULTY- Monks need to transmit the player location to the siren, until he crouches, goes X indoors, a weather fx begins or uses a lightsource. This transmission should NOT make the siren more aggressive, but X more accurate in her attempt to find him
X - add more keys to the world
X - houses need to be PACKED with items and resources so there is a definitive advantage to using lighter time
X - SOMETIMES static shadows are in dark places, they can't be in hideouts during the day, they are only in places without light sources
X - Monks can not be placed with their view sphere directly on top of the hideout, they should focus on the space in the VICINITY of the hideout or have overlapping lamps, otherwise the Siren will immediately paralyze the player when he leaves a lightsource, check hideout section01 8 lamps
X - Lightmaps on ferns is waaaaay too small
X - fun: lot of fun in the beginning, fun drops at sunset because he couldn't find a hideout and hid under streetlamp
X IMPORTANT!!!!!!- fun: player is being PUNISHED for being pro-active, turning on lamps in the beginning does not yield benefits. game X would be more fun if it was a "cascade" of events, that progressively get worse depending on mistakes the player makes. What if there X are "boundaries" around the hideouts? Light chains, cycles, protection of some sort and when that protection is interrupted, then X shadows "infiltrate" the hideout
X - Ravens are fucked up, code is executing slower -> speed variable needs to increase by factor of 10
X - remove the "Christmas Star"
X - reset player success count
X - auto-randomize protection configuration and test it
X - move "restore" text down
X - Configuration 7 has the kanji connected vertically which is weird, add 3rd connection and center the other two
X - Zealots need haunting volume so compass detects their presence
X - Test the zealots haunting sphere
X - Add fuse sizzle sfx to candles
X - change tutorial line "shadows are not affected by the light" to "most shadows"
X - currently zealots are only affected by the lighter, if it's already on before the player approaches him
X - test if the zealots leave when the player is camping a protection pillar with his lighter
X - test fizzle sound for candles
X - Tie the external difficulty factor into the UpdateProtectionFactor Function for shadow attacks on pillars, so that X changing it, causes changes globally. Also add it to the night event chain as a safety prevention.
X Keep it at 3 for default
X - There is a massive drop in FPS at night in the village (from 42-45 average to 32-36). Find the cause.
X - The cause is related to foliage. Likely culprit could be moonshadow ... do both lights in theory still cast a shadow even if they are hidden after 12 hour cycle?
X - Moonshadow only had minor effects .... it's something else .... find out which foliage asset causes FPS drops at night .... (it was related to pine trees with crazy cull volume, that was left after doing landscape editing)
Transfer The New Night Protection System To All 30 Hideouts, Add Pillars And Test Them
X - Generic Campsite
X - Generic House Short
X - Generic House Open
X - Generic House 1A
X - Consider a new system for souls, where they are simply like queen dancers, rotating in groups slowly. (FOUND TO BE NOT FEASIBLE)
X - Moths Are Too Loud, they drown out other sounds
X - Add Price To Pillars For Rebuiling and Adjust Rockpile To Include Wood
X - Check which generators are close to open boards, if yes leave them there. If a generator is close to a closed wall change the location so it can't be turned on from the inside
X - Any chance that Yama spawns? Reports of being pulled backwards... this is either de-penetration velocity or rogue spawn of yama ...
X - Very small amount of souls present across the world .... find an fps easy way ....
X - When players follow the red souls they get lost and don't understand their purpose
X - Items spawn on top of buildings, houses, large trees .... it destroys immersion
X - Players are able to leave yama's map and fall off the edge
X Then rework trees and environment of Section02 to conform to the new runes
X Then add hideouts, lootbuildings, chests, treehouses, bridges a.s.o
X Then start working on the "Mill hideouts" and "Mill non-hideout" incl. weather fx functionality
X Then adjust and build foliage for Section 03
X - Fix landscape LOD Issues and add low poly grass
X - Implement Willows and adjust textures
X - Implement Mill and adjust textures
X - Adjust dynamic shadow resolution and cascades
X - Create Mill Hideout
X - Add Mill SFX
X - New Soul System
X - Add Particle Text System
X - Create Particle Text BP
X - Create 125 Text Prompts (Tips & Hints, Lore, Inidividualized lore, easter eggs)
X - Implement 125 Text Prompts For Souls (randomized)
X - Create Ability For Souls To Escape
X - Add individualized Foliage instances for Firewood/Tinder/Huts
X - Tower needs key
X - area north of tower needs static grass
X - mill needs firewood
X - mill needs vinegar rack
X - huts need campfires
X - monks and treespirits are needed
X - yama teleport tunnel needs to be added to map03
X - Map needs souls
X - Willows at the road stop need lower Z
X - Mini pines need larger culling
X - willow bushes need larger culling
X - soul disappearance needs much lower attenuation
X BIG ISSUE: Soul Text doesn't spawn during weather event
X - Item Switch (Make Matches, the last item)
X - Fill cave with miniature plants
X - Nails on the bridge need wood surface physics
X - Clocktower noise should spawn in the distance but be audible for the player
X - Replace "You're paralyzed"
X - Replace "Black Won"
X - RAVENS DONT DESPAWN!!!!
X - Much lower probability for weather events in general, higher probability for rain and thunder
X - At night weather events need to be significantly shorter (maybe 30s shorter?) and only start much earlier
X- IMPORTANT: REMOVE BLIZZARD - it makes NO SENSE, IT KILLS FPS, Trees Dont move, no ground snow, Its XSHIT, its ALL AROUND SHIT, decreases FUN, REMOVE THAT SHIT
X - Grass in the redwood hideout
X IMPORTANT: Create Landscape Streaming Subdivision For All 16 Segments
X- IMPORTANT: When a protection pillar falls one or two intelligent shadows should spawn behind it, X they also need to despawn during sunrise and be tied to the protection pillar. When the protection X pillar is rebuilt, they should disappear
X - Cave Hideout needs a makeover, lighting and textures are ugly, no amount of plants can compensate that
X - Chairs in the redwood forest should not have collision, table needs collision box
X - increase visibility volume of both tower hideouts
X - clothes look too bright and colorful
X - in the cave one candle is covered by plants
X- Teleport tunnels need indoor lights (maybe very, very, small ones? so they can't be used for X safety? or maybe candles?
X - When triggering drapes and curtains with safety on, player still gets hit
X - There are STILL issues with hutBPs and fences after a map transition
X - Unreal Engine Crash Related To Section086 - Foliage Small Hut01
X - Big willow behind the heather hideout has roots out of the ground (found multiple)
X - lone baby fern on road close to zone transition to section 03 right before the rocks
X - Clear Road of all plants
X - Create fences for map transitions, so people won't get confused running in the wrong direction
X - Make Gates to cut off access to unfinished maps including public variables
X - world is lacking foliage at map transitions, isolate map segments and add foliage
X - Yama's house needs an iron fence or grating to make sure the player doesn't wander off
X - Right now there are FPS issues when visiting Yama's store through the teleportTunnels
X - larger visibility volume around monks
X - compass doesn't reset at sunrise if shadows were close by
X - add "under construction" sign to platforms on section02
X - Right Click to remove items from campfires ...
X - Transfer Right Click Code To Hearthfire
X - Make the streetlamps dangerous
X - Chests Inside The Village Are Empty? Check especially Double House (Islandbuilding02)
X - when walking through the tunnel into the cathedral during rain, it rains inside the cathedral. Add option to make "Target tunnel is indoor?" that then removes the "indoor" removal after End Overlap
X - add locked chests
X - use keys to give players additional advantages for the player, not to always lock him out!
X - Hide locked chests across the world