Beta is right around the corner!

I have had a lot to do the last couple of weeks, the Alpha has come and gone, and the Beta is right around the corner.
This is what I have been up to.

Firstly I spent a lot of time learning about the A* navigation project, which we switched to because of unity´s navmesh system not supporting detailed enough baking for the size of map we are using.
Switching to A* was quite the task, since we needed to re-write a lot of the AI we had previously completed, but we got it done.

Astar Pathfinding

Wolves now have animations, sound and better behaviour.
If a wolf pack has felled a deer, they will start going towards the deer, surround it and start eating it.
When the player goes close to a wolfpack, they will try to scare the player of by turning towards him, switching into an aggressive pose and start growling at him/her.
If the player chooses to confront the wolves by going closer to the them, they will start to surround the player, attacking him/her.
If the player chooses to roar at the wolf pack, the wolves will randomly (50/50) either flee, or start going closer to the player, attacking him.
When the player has damaged a wolf enough, it will start fleeing away form him/her.
They will also randomly howl.
Linus and I are at the moment looking into improving their behaviour as a unit (a pack of wolves, instead of individual wolves).

Wolves

Almost every part of what makes the avatar has been re-made;

I created and re-made a fighting system from scratch, using Sphere Casts, so that it is now less laggy (because it uses no traditional collision), as well as more responsive.
Spherecasts work by creating a line from yourself to a direction (with a set distance), and then placing a sphere of set size at each position on the line, if a object is caught inside the sphere, it will be added to a list, so that we can do damage to it.

We made a “First Person Bear rig” (FPB rig for short), which only has the arms on it.
This allows us to animate the bear so that we can freely move the arms without the bear model breaking.
This required me to re-implement animations for the avatar.
I also decided to create a new shader that would cast shadows, but render the mesh invisible.
I added this shader to our old model, keeping the animations and keeping it in the avatars object, to make the avatar play animations smoothly, using the FPB rig, as well as cast real time, animated shadows.

Avatar

States:
I added a hunger system and a health system.
Here are the basics:
The players health will slowly go up, until a cap of 100, if you are not hungry.
Hunger will always decrease, if the player´s hunger goes under a certain value, the player will stop regaining health, and it will also render the player unable to sprint, and if the player goes to 0, the player will start starving, making him/her take damage.

I reworked the Main Menu that Tom had earlier created, so that it now works, and then I made a Pause Menu, allowing you to return to the main menu, so that It is now easier to navigate the game as well as just making the game a lot more user friendly.