Drunk On Nectar was Greenlit on Steam last month and with this huge milestone realized, release plans are now in full swing!
After careful consideration I’ve decided to postpone release to Q4 – 2016. This provides sufficient room for polishing the current product to meet the expectations of DoN’s enthusiastic supporters on Steam, while also providing the opportunity to add new content to the game. It will be an Early Access release, the enormous scope that a full-fledged nature game represents necessitates that.
Finally, this IndieDB article I’ve written goes into much greater detail about all of this (along with a ton of new pics!) so be sure to check that out while you’re here!
At long last, DoN is on Steam Greenlight! I’m really excited about what this means for the game and the opportunity to present it in front of so many Steam users and to obtain their valuable feedback. Please visit the link below and vote “Yes” for Drunk On Nectar 🙂
Finally, Spider AI for DoN is ready! This proved particularly challenging because I had to write a custom pathfinding system again (this time for land based creatures). I was hoping to use Unreal’s native navigation for this but understandably it’s geared more towards humanoids (so it doesn’t work beyond 90 degree slopes and slender foliage like plant stalks are not covered even with maximum cell precision settings).
In another important development, DoN has a new game mode!
Combat Survival is a game mode where players can quickly jump into short timed matches with simple objectives (eg: survival for prey, a successful hunt for predators). In the short-term, this game mode will be the primary focus of the game until I’ve built enough momentum to carry the core nature simulation work forward again.