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In our old item drop system, item information was only available when players touched items. Since this system causes confusion when a large number of items are dropped, we have switched to a new system which dropped items can be displayed better. This way, pl…
Beast master will contain multiple islands as we mentioned before. Players will able to travel between those islands to hunt different types of creatures. Each island will have a unique biome and creatures. As the game design, players will start on a beginner …
Hello, this week we added new swimming mechanics to Beast Master. In our previous blog posts, we mentioned that we will add content related underwater to Beast Master. Players will able to swim and find resources below the ocean. Also we will add some ship phy…
There was something in the previous face models that did not satisfy us. For this reason, we decided to renew the faces of our characters and we are quite happy with the results. Along with this, we have also improved our face generation scene and system. We k…
For the Beast Master, we are using a GPU instanced vegetation system which is pretty optimized and allow us to render lots of plant and trees. Each chopped tree or stone will be removed from the instance and replaced by a fractured version of the game object. …
In this week’s blog post, we wanted to show you the results of the procedural system and the new features we will add to the game. Before we start, we want to share some ideas which will change some core design of the game. Firstly, there will be ships in Beas…