This is my first post / dev update here — welcome! This is where I'll post monthly updates on dev progress… or not, depending on whether I managed to get anything done.
The first cool new feature is dynamic music through "MusicSets". Each cell can be tagged with its own music set, crossfaded as the player traverses between them — so a city cell plays upbeat music while wilderness cells pull from a playlist of "Atmospheres".
You can find the two atmosphere songs embedded below — I recorded them this evening on my MacBook.
This makes it so much easier to change music per cell than before: I can drag a new music set into the directory and swap it in the Cell Editor, or change sets across many cells at once with Cell Painter, brushing over the cell map view. Take a shot for every time I said "cells"…
The second work-in-progress feature is… physics!
I totally adore Oblivion, and basically I want to steal the idea that objects can be moved, manipulated and screwed around with in the game. It adds so much and I miss it when playing other games. It'd be a pain, I'm sure, but I reckon KCD2 would beat my #1 favourite game of all time if I could stack apples.
You may notice the critical lack of actual game assets in this gif — that's because I haven't made any yet. I'm still prototyping the core features: basic economy sim, locomotion and so on. Hopefully next month I'll have learned enough about modelling, animating and rigging to have at least something to show off.
Thanks for reading,
I have absolutely no idea what I'm doing, but I'm having fun!
Many humongous thanks to the people more talented than I for making (free!) assets I can use for prototyping. These legends are:
Thank you!