Successfully integrated Rewired, a comprehensive input management system, into Roadborne's core gameplay framework. Replaced Unity's default input system with Rewired's robust cross-platform solution, enabling full controller remapping, multiple input device support, and seamless gamepad/keyboard switching. Configured custom action maps for vehicle controls, UI navigation, and combat systems. Implemented player input profiles that support various controller types (Xbox, PlayStation, generic gamepads) alongside keyboard and mouse configurations. This foundation ensures players can fully customize their control schemes and enjoy Roadborne with their preferred input method, significantly improving accessibility and player comfort across different platforms and playstyles.
Major milestone today on Roadborne's core combat systems! Laid the foundational code for AI versus player driving combat mechanics. Built robust vehicle AI behavior systems including pursuit logic, evasive maneuvers, and combat engagement patterns. Implemented dynamic threat assessment so AI vehicles can evaluate player distance, speed, and aggression levels. Created the framework for vehicle-to-vehicle combat interactions with collision detection, damage systems, and pursuit spawning. This establishes the groundwork for intense wasteland chases where raiders hunt you down based on your heat level and cargo value. The AI now has the intelligence to chase, flank, and engage in tactical vehicular combat – bringing the dangerous post-apocalyptic road warfare to life.
After extensive development and careful consideration, we've made the strategic decision to refocus Roadborne as a purely single-player experience. While we successfully implemented networked multiplayer systems using FishNet, including synchronized vehicle physics, crafting stations, and player interactions, we realized that our vision for deep, narrative-driven gameplay and intricate systems would be best served by a focused single-player design. This allows us to craft a more personal, immersive journey through the wasteland where every decision, every scavenged part, and every delivery truly belongs to you. We're excited about the additional depth and polish this focus will bring to the final experience.
Introduced a custom Rust Overlay Shader that blends well with flat-shaded stylized assets. Supports overlay blending with other shaders and prepares visuals for environmental weathering effects.
Created new modular low-poly assets for crafting environments. Prefabs now support rapid iteration across different scrap and crafting setups.
Added toon shader and cartoon shading test material. Updated art pipeline to support stylized rendering across Roadborne's core assets.
Fixed position and rotation issues with crafting table ghost spawns. Added new low-poly meshes for Forge and Crusher tables. Improved visual consistency across crafting stations.
Finalized the SO-based item path logic for Pickup, Crafted, and Final Product variations. Added tag-checking system to prevent accidental destruction of non-final items by crafting systems.
Fixed bug where clients couldn't see output slots correctly. Resolved ghost item issues in crafting tables. Ensured reliable output display across host and client with final product handling.
Completed server-side logic for crafting systems. Items now spawn based on slot contents and inventory is properly decremented from the server. Added logic for UI syncing and crafting session management between players.
Finalized full networked crafting input system. Players can now drag and drop from inventory to input slots and back, with support for slot replacement logic when a slot is already occupied. Improved UI logic for shrinking inventory items and reparenting. Synced visibility and behavior between host and clients.
Launched the official Enigmatic Studios website featuring Roadborne. Includes devlog updates, game information, and a Steam launch announcement.
Finalized Assembly Table crafting logic with player interaction checks. Added confirmation VFX upon successful crafting to enhance player feedback.
Improved hotbar behavior when picking up or dropping items. Ensured that stackable and rotated items are handled properly inside the grid layout.
Refined inventory splitting logic and stack merging behavior. Added scroll wheel splitting during dragging and Ctrl hotkey quick splits.
Implemented grid-based crafting tables with interactive assembly logic. Players can now manually place parts and build complex objects.
Integrated item splitting, hotbar assignment, and rapid drop features. Improved grid UI for inventory management with drag-and-drop stacking logic.
Completed Junkyard systems including magnet crane flow into scrapper and crusher units. Added modular pickup and crushing logic for raw materials.
Built the first version of the inventory system, featuring hotbar quick-select functionality using number keys and drag-drop item management.
Began building the object placement grid system for crafting areas, supporting modular vehicle and object placement gameplay.
Completed multiplayer support for driving cars, forklifts, and operating the crane with working physics on host and client sides.
Swapped from NGO to FishNet to enable smoother multiplayer. Began syncing player movement, forklift, and crane interactions over the network.
Started designing the raw material system. Added resource ScriptableObjects for future crafting loops.
Finished initial crane mechanics to magnetically pick up and move scrap vehicles. Early physics and magnet behaviors tested.
Built early versions of the Junk Scrapper and Crusher units, starting the core scrap-to-resource pipeline.
Implemented forklift object interactions, allowing picking up and moving scrap objects. Basic pickup mechanics established.
Created initial drivable car using WASD controls. Laid the foundation for vehicle movement.
Initialized Roadborne project and configured Unity Version Control. Added base packages and project settings.
More development updates are on the way! Stay tuned for new gameplay features, art, and world-building expansions!