We've added a new revolver, fiddled with farming, re-animated the game, optimised, and more.
The major issue is that for every hold type in the engine (rock, hatchet, rifle etc), we had a set of accompanying walk/crouchwalk/jump animations to go along with the player. This probably makes sense from an artist's point of view, because you want the player to look like they're carrying something heavy when they're carrying a rocket launcher, and that should affect the whole body.
This is bullshit though, because even though that capability was there it wasn't being used. Plus, it's more important for players to be aiming right at where the player is aiming, so you know if you're going to get shot. That isn't something that was happening in this rig when players were jumping, or walking at an angle. Gameplay has to take precedence here.
Even though most of this work has been done on the internals, there are some changes you'll see as an end user.
The G-number associated with the plant indicates its genetics, a value from 0-10000. The higher the number, the better the genes. You can replant the clone just like you would a seed and selectively breed only the best plants.
This is just a baseline. Later on I will expand on the plant genetics so that they dictate growth speed, water requirements, yield bonus, disease resistance etc.
This might seem silly right now as no-one is really planting, but next week I’ll make sure that planted food is way better than found food, and eventually we will add medicines and stuff like that. Have fun!