Here’s another short update and video. I’ve been experimenting with basic AI navmesh pathfinding and navigation. For the NPCs, I’ve refactored the player’s movement code in such a way that it can be used by NPCs too, and while I was doing this, I also redid the movement code yet again to solve most of the physics-related glitches people had reported in the last playable build. When I release the next build, movement should be more stable and graceful. I’m going to focus mostly on polish and bugfixing, and then I may release another build shortly after featuring the AI character. Although I’ve gotten a lot of feedback on the character, I haven’t had time to do any further revisions just yet, but I plan to improve it in the near future. There’s also a feature which I think people might actually find really interesting which I may consider implementing soon, but I’m keeping it a secret for the time being since I don’t want to implicitly promise one way or another as to whether it’s actually going to be implemented, but I get the feeling it’s something people might find a lot of fun, especially with the project in such an early state.
Regarding, the translations, the response to this has been incredibly positive. I’ve been receiving early translations in Polish, French, Russian, Germany, Spanish, Italian, and Swedish. I would like to take this opportunity to thank everyone who has contributed translations so far. This is still something of an experiment, but so far, I think it is going very well. Galatea is still a very small project and this blog does not get much traffic, but it appears that for the traffic it does get, it seems to have a very international audience, so allowing even these early builds of the game to be enjoyed by people in their native languages can only be a good thing. I hope people will continue to send me further translations as the game develops.