Project Hedra Alpha 0.1
Project Hedra » Devlog
What's new since the last update?
- New generation algorithm (more interesting terrains)
- Improved more diverse color system (partially done)
- Added a new tree type
- Added rivers
- Added a new keyboard tutorial screen ( F4 )
- Made game more intuitive for new players
- Better dynamic fog calculation
- Improved CPU performance by a significant amount
- Implemented LOD (better GPU and CPU performance)
- Added alpha icon
- Improved entity spawning performance
- Fixed cementery not spawning
- Added quest icon in minimap
- Reworked Quest Log GUI
- Added an option to turn off shadows
- Bigger chunk size (bigger render distance)
- Extended shadow render distance
- Added a jump sound
- Some tweaks on physics and collision
- Fixed animations sometimes getting stuck
- Added glider ( still a WIP )
- Fixed grass animation
- Improved generation time
- Added rocks
- Added bushes
- Bigger trees
- Re added village houses
- Changed start screen
Files
Project Hedra Alpha 0.1.zip 27 MB
Aug 10, 2017
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Project Hedra
A Low-Poly Adventure game
Status | In development |
Author | Zaphyk |
Genre | Adventure |
Tags | 3D, Action-Adventure, Action RPG, Exploration, Low-poly, Open World, Procedural Generation, Roguelike, Singleplayer, Third Person |
Languages | English |
More posts
- The Project Hedra DEMO is available!Jan 23, 2019
- Project Hedra - Steam Early Access TrailerJan 21, 2019
- Project Hedra's STEAM PAGE is UP!Jan 20, 2019
- Project Hedra 0.44Dec 23, 2018
- Monthly update scheme & Steam RoadmapDec 02, 2018
- Project Hedra 0.43Nov 18, 2018
- Project Hedra 0.42Nov 04, 2018
- Project Hedra 0.41Oct 21, 2018
- Project Hedra 0.40Oct 07, 2018
- Project Hedra 0.39Sep 23, 2018
Comments
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Turning off Shadows creates a weird Silouete of the enviroment when looking through something Translucent like Water. i can replicate this but i have no idea how to replicate this in a way that you would find usefull Though; So i will work on that on my end.
I was able to reproduce it, thanks for reporting and consider it fixed for the next update! :)