Some assets, and engine progress
Over the past couple of weeks, I mostly did small things on the side while I continued working towards the required last "element" of the release, proper houses.
For the small things, first, I played around with the suspended bird cage test scene, to try to add some movement to it. This is mostly as a prototype to do it as a more general thing later.
I also did both a rework of the "internal anchor state" to make it cleaner, and took the opportunit to make some improvements to the debug menu to handle anchors properly. It's now possible to add a character to an anchor and remove a character from one cleanly.


I made a few models to play around for alternative binds too. Including, first, a torso tie with a center rope.

And then, to make it fit with the main character's armor, I made a first draft for a shredded version of the armor.

Of course, the main focus was to finalize the dynamic houses system. Over the past few weeks, I was able to rework completely how the grid system works to allow to have houses, and finished the work on adding collisions to them.

It's now nearly over, relatively speaking. The remaining steps are the floor height, staircases, and the automatic navigation meshes for the NPCs to move around. I also have a somewhat tricky fix to make moving against walls more "comfortable" through sliding, and also fix some occasional camera glitches with collisions.
I've also continued thinking about the maps for the pre-alpha 2 release. It's not set in stone yet, but with the house rework incoming (and allowing for more than just simple houses), I'm having a good idea of a sample mission that could give a better idea of where the game is going towards.
Anyways, I'll try to make another update on my progress in two weeks. See you then!