Now that the bug fixing segment is done with (0.4.8x), we're moving on to improving the levels and ease of life. This is the first update for these changes.
- Fixed a bug that prevented Serenity from switching to Oceanic Pathways on finishing the level
- Upon finishing Living Room, players will now be sent to Trials
- Upon finishing Trials, players will be sent to Serenity
- Fixed the best time metric loading from disk too often. It should now only load twice per level. Once when entering the level, and once when completing the level.
- Fixed the first ramp on Serenity throwing players off the track
- Moved 5 pickups on Serenity, to both prevent them from clipping into the ground, and to make them slightly more difficult to pick up
- Removed a pickup on Serenity, near the funnel.
- Serenity track textures have been modified to be better in line with the atmosphere and terrain
- The version mismatch in the main menu vs in game have been fixed. They are now synced.
- Midnight Ride has been modified to make it easier to reach the end, while also expanding the map a bit.
Following this, the levels are being overhauled one by one.
Serenity came first
Midnight Ride also got a slight overhaul in preparation for it's new version, but we rolled it out now due to difficulty. We found players had a hard time navigating to the end of the level, and artificial difficulty is no fun.
We've also stepped up optimization priorities, so the game doesn't require monster hardware anymore to look decent.
Serenity went from 35-65 FPS across the entire level, with dips into the 20s at some points. Now it runs at a solid 110 FPS. This is our personal testing, but every hardware configuration is showing a marked improvement.
- When 0.5.0 rolls out, all the current levels will be overhauled.
- By 0.6, we plan to have full controller support, and the score/ best time metric finally fixed. It's proving to be a bit troublesome.
- 0.7 is levels levels levels. Our current level selection is a bit thin, and we'd like to expand it to close to 50 complete maps, all unique in their own right.
- For 0.8, we would like to add Linux support. We know the Linux player base across Steam is low, but they deserve some love too. While 0.5 and 0.6 won't take very long, 0.8 will most likely require a longer period of time due to platform specific bug patching, and OpenGL/ Vulkan vs DX11.
- 0.9 will be our finalization phase. Cleaning up all the unused assets, final optimization on performance, and the frameworks for continued development into 1.0.0+.
- 1.0.0 will be the game's release. Development will not stop here, but we will be moving onto our next game, _PROTOCOL (Name subject to change). Future content for PsyShift will continuously be added to and improved.
Thank you to all of you participating in our early access release.
Your data, feedback, and suggestions are a driving force behind the development of PsyShift.