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Kenshi - An open ended, squad-based Strategy RPG
November Progress
Thursday, 27 November 2014 11:50

We’ve made some real headway with the pathfinding this month, we just need to fix a few more bugs and crashes to finish up. Hopefully the new update should be ready for release by next Friday (hopefully!).

No doubt this is going to be pretty buggy since we’ve gone so many months without player bug reports. There will likely be several patches a week until it’s stable again.

 

What we've been up to this month:

Dialogue:

We now have an extra writer with us, volunteer Alex Zito. The dialogue will be an ongoing project, so it will be added gradually over each update as Harald and Alex continue to work on it - Kenshi is later going to have a massive world map so we need a huge load of dialogue to fill it. So far we have a small bit of dialogue ready for the next update, mostly events like bandits harassing and bullying you.

 

Stealth:

The foundations of the sneak ability are all in the game now, although this will needs lots of balancing before it’s fully working. Sneaking is about all you’ll be able to do at this point, however Otto has started working on furniture and household items which will contain stealable items for Thievery in later updates.

 

 

Animals:

Including wolves, beak things, bulls, goats and giant leviathyns. Chris is just finishing up their nests/ gathering points for population balance and variety.

 

Wolf

 

New buildings:

A whole town of new building designs. We also have a buildable Smelter for turning loot into Iron, and a Corpse Furnace. The Corpse Furnace will be especially useful in later updates to deter hungry predators.

 

Weather:

Mike has finished work on the weather coding, however we now need to start on the actual animations before we can add it to the game. Weather effects are planned to be included in the update after next.

 

Updated Changelist:
  • 64-bit version available. 32-bit version will continue, but will get occasional crashes.
  • Creatures are now mostly coded in.  Creatures will be introduced over time, currently we have: 
    • The Beak Thing, a blind carnivorous giraffe/bird creature.
    • The Leviathan, a giant thing.
    • Big wolf things
    • Crazy bone cow.
  • Added stealth mechanics.
  • New dialog/AI hybrid system that takes into account situation details and remembers what you've done in the past.
  • Thugs and bandits can now harass and rob you rather than always attacking on sight.  Thugs in town can insult you, then go outside the gates and jump you when you leave town.  NPCs can follow and chase you while they talk or threaten you, and know the difference if you are running away.
  • Changes to relation system, fighting someone in the middle of nowhere has very little effect on faction relations.  Individuals can be perceived as temporary enemies or allies.
  • A new terrain engine was necessary for the 64bit build (old one was 32bit closed-source).  It looks worse than the old one because we've run out of texture units, but only until we upgrade to DX11, then it should look better again.
  • Dropped items no longer vanish underground, and they can be easily found with visible labels if you hold the ALT key.
  • NPC AI now has a schedule.  They go to bed at night.  Shopkeepers shoo you out of their shop at closing time and lock up for the night.
  • Replaced the pathfinding/movement engine with the Havok AI engine.
  • Buildings can now have multiple floors
  • New buildings available: 
    • Corpse furnace, to dispose of bodies.
    • Smelter, to melt down old weapons and armour into iron
  • Characters are less disadvantaged by being outnumbered, your lvl50 warrior can now take out a group of starving bandits without getting mobbed. Basically they will miss more often as he moves around and dodges.
  • More details added to the GUI, including visible calculations for character stats and penalties.
  • Multi-threaded resource loading for smooth creation of models and textures.  Shorter loading hiccups when moving around the map.
  • Ragdolls fixed up, less crazy ragdoll behavior.  Animation blending between ragdoll and non-ragdoll states.
 
October Progress
Wednesday, 29 October 2014 18:06

Here's our progress this month:

    Dialogue & AI Programming is at 99%, but the actual content is at 5%.

    Stealth Programming is at 90%, but stealth content is at 5%.

    Beast Programming is at 80%, while content, again, is at about 5%.

    Weather System Programming is almost finished at 95%, but with 0% content.

    Pathfinding is at 95% completion

 

In a little more detail, here is a list of features we've managed to finish so far, all ready to be released with the next update once the pathfinding is stable enough:

  • Creatures are now mostly coded in. Introducing the Beak Thing, a blind carnivorous giraffe/bird creature.
  • Added stealth!
  • 64-bit version available. 32-bit version will continue, but will get occasional crashes.
  • New dialog/AI hybrid system that takes into account situation details and remembers what you've done in the past.
  • Thugs and bandits can now harass and rob you rather than always attacking on sight.  Thugs in town can insult you, then go outside the gates and jump you when you leave town.  NPCs can follow and chase you while they talk or threaten you, and know the difference if you are running away.
  • Changes to relation system, fighting someone in the middle of nowhere has very little effect on faction relations.  Individuals can be perceived as temporary enemies or allies.
  • A new terrain engine was necessary for the 64bit build.  It looks worse than the old one because we've run out of texture units, but only until we upgrade to DX11, then it should look better again.
  • NPC AI now has a schedule.  They go to bed at night.  Shopkeepers shoo you out of their shop at closing time and lock up for the night.
  • Buildings can now have multiple floors
  • Characters are less disadvantaged by being outnumbered, your lvl 50 warrior can now take out a group of starving bandits without getting mobbed. Basically they will miss more often as he moves around and dodges.
  • More details added to the GUI, including visible calculations for character stats and penalties.
  • Multi-threaded resource loading for smooth creation of models and textures.  Shorter loading hiccups when moving around the map.
  •  

The longer Sam takes finishing the pathfinding system, the more content gets into the next update.


 
Reddit AMA Starts
Thursday, 09 October 2014 10:04

I'm doing a Reddit IAMA today (thursday 9th) starting now.  Ask us anything about the game, development, myself, the team, the history/future etc.

My Reddit username will be Captain_Deathbeard

https://www.reddit.com/r/IAmA/comments/2iqxdl/i_am_chris_hunt_indie_game_developer_at_lofi/

 
Reddit AMA
Thursday, 02 October 2014 09:44

Chris will be doing a Reddit AMA next Thursday 9th October from 11am GMT. Maybe you have some burning questions about the current update-in progress or maybe you just want to ask him about his favourite type of pie - whatever floats your boat...

 

It will start from 11am GMT (that's 7am EST and Midday British Summer Time), lasting the whole day. Drop by and say hi!

 
September Progress
Thursday, 25 September 2014 13:02

So here's the progress we've made so far this month - complete with percentages and charts n stuff due to popular demand ;) :

 

 

Dialogue & AI: The actual foundations/ programming of the dialogue are like 75% done, but there just isn’t much actual content yet. Content is <5%. The good news for this though, is that modders will have a lot more power and stuff to play around with.

 

Stealth: The stealth function itself is pretty much complete, just needs fine-tuning. This will allow you to sneak past enemies etc, and in later updates open up the doors for stealing (once actual steal-able content is added). AI is now scheduled, so shopkeepers now close their shops at night and shoo you out, and guard shifts and patrols change, later leading to possible burglarising. So not much thievery to do yet, but you can use the skill for escaping cannibal camps and avoiding bandits.

 

Pathfinding: The bane of us all... The foundations have pretty much all been finished for a while now, it’s just a matter of ironing out the butt load of bugs which keep cropping up, hence why we keep saying ‘it’s nearly finished, just a few more weeks now’. So apologies if ETA predictions in the past have felt misleading, at least now we’ve learned our lesson not to be too hasty with our ETAs.

 

Beasts: The good news is that beasts are going much quicker than we’d originally planned for. It’s still early stages, so at the moment all they can do is basic actions like running and walking. Just need to work on ragdoll and combat animation, plus more normal beast behaviour AI (the unfinished dialogue AI has been making them say some pretty random, hurtful stuff).

 

 

Weather System: Maykol has pretty much finished with the programming for the weather system so now we just need to start on the actual animation and visuals. Later on down the line the different weather will harm characters, damage machinery, ruin farms… that sort of thing. But that’s way ahead.

 

World Map: This won’t be released until nearer release in the beta version. The terrain is mostly finished now but it still needs most of the texture and foliage doing. We’ve still not started on towns and cultures yet either so it would be too dull to release without more content in it.

 

At the border of the Swamp Lands

 
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