Update Log

Overview This page is to be edited by Wiki Staff & Developers Only. Follow the format and edit this page in source editor. All logs should be written from the most recent at the top to the oldest at the bottom. All update logs are in AEST time. Indev

Update Log #5: April 13th, 2020

- A single system now controls everything from NPC cars, to characters, planes, drones and more. - This new library comes with many functionalities that have allowed us to equip each type of NPC with a different behavior, this includes actions like flee, seek, pursue, avoid obstacles, attack and more! - All NPCs can switch actions and states. For example, a civilian can go from wandering to fleeing if attacked, then back to wandering once it feels safe. - This system is currently having more features implemented, mainly optimization techniques. This will include things like, only showing NPCs that are in your vicinity so that your PC is not doing too much work.

Update Log #4: September 1st, 2020

- Improved NPC Mechanics: NPC now utilise the A* algorithm and follow pre-set paths instead of utilising random paths that make them walk into buildings. This now creates a more natural and realistic feel to them as they walk on streets, avoid roads, and wander around more naturally. - NPC Cars: This one is being tested out right now, if it does well performance wise, it will be included in the final game. But, as the name suggests, there will be NPC cars that will drive around the city to give it more life. - Improved Hover Car Mechanics: Hover cars are now less slippery and now predict upcoming surfaces which allow it to better react to slope changes. - Radio Mechanics: Ability to tune into a global radio (same songs and timestamp will be heard by everyone just like a real radio that you tune into) as well as the ability to add and listen to custom audio and create playlists.

Update Log #3: August 16th, 2020

- Bug Fixes Including: Land vehicle mechanics improved and now utilize realistic physics and controls. Glitches like spawning cars through walls, "Enter Vehicle" interaction GUI not appearing and many more minor bugs and glitches have also been fixed. - Vehicles now have custom speedometers and stats GUI, along with refined and added VFX (drift smoke, trails when in speed mode, and much more). - Holographic representation of the entire map that can be view through the menu, interacted with, in order to map out locations and also create navigational guides (GPS). GPS will create a path on the mini map to follow as well as a destination goal marker that will show up on the players screen. - Gun shop, gun mechanics and customization. Added different modes of shooting (burst, automatic and semi-automatic). SFX and VFX for the shooting. Character animations for handling weapons (holding, aiming, shooting, etc.) - Outskirts of the city are now populated with suburban/industrial landscapes, to give the barren lands more life (but there will still be a good chunk of land to soar through and explore using the hover and flying cars).

Update Log #2: July 21st, 2020

- Land and hover operated vehicles. - Flying cars. - AI controlled vehicles and flying crafts carrying loot will spawn and navigate through the city. Can be hijacked to steal loot. - Cyber City Airport. - City daylight cycle. - Procedural NPCs (random skin colour, faces, clothing, etc) roam the city and can be interacted with (threatened, robbed and killed).

Update Log #1: July 12th, 2020

- Three heist difficulties are selected at each heist round at a weighted probability rate (easy most common, then medium, then hard). - Based on the heist difficulty, the structure of the heist, obstacles, threats, and loot will adapt to the change. - Loot is generated based on spawn rates, the rates change based on the heist difficulty. This means that even if current difficulty is easy, there is still a probability that rare loot will spawn. This will keep things interesting as you will never know what you will get or face at each heist round even if you know the current difficulty. - Backpack weight system: The way you store your loot is in your backpack. Each backpack has a set weight of 10 units. For an example, gold is 1 unit of weight. To redeem the loot, you will need to return to the criminal base. - Heists will at times spawn NPC guards that will serve as obstacles when undergoing a heist. Their difficulty and number will also adapt to the heist difficulty. - There are both traditional and futuristic means of attaining loot in the game. For traditional, there is gold, money, and rare documents. For the cyberpunk side of things, you will be able to hack a server room and access sensitive information. There are also heists for stealing jewellery and robotic parts. This also has a spawn rate, and at times you might hack and attain very sensitive information that will be traded for a lot of money (The trade is done automatically by the system).