The new main mesh had weird animation rig weights, leading to strong stretching. We fixed this. But still have to go one time more over each animation of the main orc. Too make it look nice again.
The „Sawmill“ now throws its own set of numbers supported by little spark particles, generating that wood. It start to feel like a busy little village. Still a lot to do!
I could not work much myself the last couple days but Sebastian was busy optimizing the Peon and Chieftain mesh to only use around 30% of the polys they had before. Also both are on the same gradient texture now. Every poly counts on mobile!
The stylized fixed camera for the tree was hindering the core gameplay, it was harder to controll the character while choppping and colltecting the new pick ups ( prototype blue here).
So the camera had to go. The Counter is now on the tree and rotates around it to always face the player.
Never thought I use this stuff for anything. So I had to learn(re-learn) school stuff, in order to spawn the future power ups around a target on a circle radius.
Working on Peon AI. Right now they patrol between boat and tree but will soon also go their shelter and saw. I think about having an energy value for them making them go to their home take a nap if they are low on energy , increasing their gain afterwards.