So today started strong, I started working on learning more about network synchronization and then trying to set up a test environment to improve the network lag for mini-games like Blue Ballin, Dodgy, and Pipemare.
I didn't get much done today about the lag as I was exhausted and needed to rest shortly after starting work.
That aside, I did manage to get some quality of life improvements done. Here is what was done:
- Lobby screen has text added underneath the BACK button to show keyboard users what to do. This is a placeholder, like the whole UI.
- The "Press START to join" message now says "Press START/ENTER to join" to help keyboard users.
- The tutorial screen has some additional text added to the 3d tutorial texture to show that you can HOLD the A button to force start the game (if you are the host), and text showing players that they need to HOLD the B button to leave the tutorial screen, as most players were tapping the button and confused why nothing was happening.
- I started implementing a switcher that looks to see if the player with control is using a keyboard or controller. But this isn't yet implemented.
- Fixed camera not moving for clients when a player would equip/use an item when in their inventory.
- Fixed not being able to hit the Y button (up face button) in the reaction mini-game at the start of the board game. It was only allowing input from the current player.
- Fixed up post-Trivia UI that kept showing "WHAT IS HAPPENING?" for clients even though the server was updating it's messages correctly.
- Fixed the end-round metal heads not appearing for clients in the board game mode.
- Fixed up an issue where the mod wheel would spin freely with a controller since it wasn't updating when the left stick wasn't being pushed in a direction. It would set to 1 (clockwise) or -1(anti-clockwise) direction, but never to 0 (stop).
- Added bonus points to the board game map for various other tiles to give players an incentive to do more platforming.
- Fixed up the slime spill meshes so they have better collisions. This is significantly less work for me while doing level design.
- Changed the layout of 2 of the slime spills so that they area easier to get past. But still require jumping to get through the danger.
- HOPEFULLY fixed an issue where sometimes the first collectible wasn't shown or found, and therefore breaking that system of the board game mode.
I say "hopefully" because this is such a random/difficult thing to test. If it does occur for you, please let me know.
- Increased the types of tiles that collectibles can spawn on so that their locations are more varied.
And that's it!
As for an update on me. It's waaaay later than I wanted to go to bed, as it's 2:26am and I planned to go to bed at 11pm but I really wanted to crush some of these bugs....
I probably should let myself have a day off, but this 1.5 is perhaps the most important.
Thanks everyone!
YOU ROCK! \m/
Quality of Life board game improvements.
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