v0.0.1.20240307
Following up from last month’s builds, there’s not a lot of new area to explore, though you might find you have access to tiny peeks at some of the domains you couldn’t reach at all before due to some minor changes in the map layout as things continue to get grayboxed.
But there are some fixes and features I wanted to get in here for y’all to check out and enjoy.
What’s New
- Minimap: You’ll see there is now a minimap in the lower-left corner. It’s not perfect (it doesn’t handle the world wrap yet, and needs some visual polish) but I just wanted to see what y’all thought of this feature. Later you’ll be able to toggle it on/off, but for now it’s just on so everyone can see it.
- New Portraits and Moods: We now have those really nice portraits that João made for Nemo, Flip, Mina, and Argemony all in the game. Nemo and Flip also have several moods to choose from when delivering lines, so you’ll notice the characters emoting more appropriately during dialogue scenes. I’d love to hear your thoughts on how these are looking!
- Backer Statues: These are actually in the game now, and I made sure there was a way to reach the backer statues if you wanna check them out. If you head up from the Gumdrop Gardens, you’ll find a very WIP area where you can see a peek at the Palace (and also an entrance to the Valley of Silence) and it’s a bit empty in there but I do have a room with the statues.
Fixes
- I should have fixed all the crashes and projectiles getting stuck on screen in the Argemony fight. We’re still missing SFX, music, and final VFX though.
- We’re better handling things that go off-screen now. You might have noticed that sometimes things get frozen in-time when you can’t see them. We still do that for most things, but things like throwables and enemy projects (things which we expect to wind up off-screen often but should still continue doing their thing) will continue their normal lifecycle while off-screen for a way.
- Bubble Gates should not get stuck in a weird animator state now.
Known Issues
- Honey is still not particularly fun yet. I’m going to revisit this soon and try to make it a much more enjoyable gimmick for the Gumdrop Gardens.
- Gelatonne can still hurt you sometimes when you should bounce off of it (due to it moving too quickly).
- I just discovered that the fluid systems are simply not working in builds. 😱 They look great in-editor, but it silently fails in builds, so I hadn’t caught this. So you’ll notice that bushes don’t move when objects move past (though they still ripple from the wind) and similarly the gunk in the Mushroom Marsh doesn’t slosh around when things fall in there. I was trying to get a quick fix in for this in this build since I think this makes a huge impact on how fun the gunk is, but it’s turning out to be quite complicated and I didn’t want to push this build off any longer.
- If you happen to find the one Little Buddy that is currently accessible, you’ll notice there are several pathfinding related bugs with Little Buddies.
Okay, as always, I really appreciate your feedback! I haven’t really been keeping an eye on things here, but you can definitely get my attention in our Discord server. You should join if you haven’t already!
That’s everything for this build (I think). Thank you, Sleepwalkers and Guardians!
-Dave
Changed files in this update