It's been a bit more than a month since the release of Kentor and also Bloby. We've been working hard on the game even still to improve performance and fix up the many problems that have revealed themselves since the game became available. Kentor and also Bloby began development two years ago and we were not prepared in the slightest for what full 3D modeled environments need in terms of optimization. A lot of very silly decisions were made early on that had to be corrected after two years of development knowledge taught us better.
There's still some work to be done on the game's content so we hope you look forward to it!
Here are the full patch notes:
-=-=-=-=-=-=-=-=- Version 1.1 -=-=-=-=-=-=-=-=-=-
-=-=- GAME WIDE
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Lights and shadows have been improved game-wide, sketchy dragged shadows should no longer appear.
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Quit Message added to the pause screen and start menu.
-=-=- BRUSHY STREET
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Kentor's sidewalk is now visible prior to leaving Kentor's house.
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Kentor will now properly cast a shadow on the sidewalk throughout the stage.
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Fixed subtitle and audio mismatch in Viridian's introduction speech bubble.
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Museum's interior backdrop "matte painting" is no longer visible from the outside.
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Brushy Street's sidewalk is no longer missing wooden border past the 2/3 point of the stage.
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Kentor's house has been optimized and improved, eliminated Z-fighting on the door, polycount reduced from 2156 tris to 2063.
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Barely visible trees behind the energy barrier building have been replaced with sprites, lowering the total polycount of the stage by 22,698 tris from V1.0.
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Tree trunk mesh has had a polycount reduction from an unreasonable 1656 tris each to only 348, reducing total polycount by another 21,528 from V1.0.
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15 hills behind and around the generator building have been reduced in detail, lowering the polycount by another 14,400 tris.
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Slightly stretched the first set of red bricks further to the left on the museum's front wall to keep from being able to see the interior through the seam.
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The sky gradient present in most other stages is now also present here.
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Clouds no longer begin to fade 2/3 of the way through the stage.
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Added a Weather Barrier Generator to the side of Blarvin's Museum. Those exhibits aren't waterproof.
-=-=- MUSEUM + Revealing the Invention + Chase Krooktor
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The ten shapes making up the painting stands have been replaced with one mesh, lowering the polycount from 1380 to 760 tris each while being far nicer visually.
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Adjusted the placement of the cynical Tor's (second from the right, black colors) left arm to no longer clip into his body when he lands in the balcony.
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Aligned a cutscene Camera's placement with it's first frame of animation, eliminating a jarring single frame jump cut-like effect.
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Changed balcony railing to metallic red to match the other elements of the show floor interior.
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CHASE KROOKTOR's background music should now loop properly in the post-cutscene variant of the scene.
-=-=- SHORT 1 Rising into the Hold + Barrel Jump + Short 2 Anchor Shot
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Fixed the hole that could be seen when Kentor stands up to the crew near the end of the first scene.
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Lowered the cage to make it easier to barrel-jump over it without the extra height of a running jump.
-=-=- THE KROOK-PLANE + Captor Conversation + Krooktor's Frustration
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The propellers have been replaced with a new mesh lowering the polycount from 4088 tris to 1496 tris, reducing the stage's total by 25,920.
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Unreachable elements in both the pre and post conversation with Captor variants of the scene have been disabled, improving performance.
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Added triggers to further remove necessary early stage elements after dropping into the ship's hold.
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Fixed the missing materials on Captor's hand cuff chains.
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The blocky subtitles have been replaced with clearer and bigger handwritten subtitles.
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Altered Kentor's "Confused" animation to obscure less of his face while he talks.
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Fixed the top of Captor's head clipping through his captain hat.
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Gave Blobino a captain hat.
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Removed Blobino's mischievous eyebrows.
-=-=- TOUGH TOWN + Toughtor Convo
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Swapped all 23 Tree Trunks out for the new mesh, lowering the polycount by 30,084 tris.
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Removed trees altogether from Captor's Conversation lowering the polycount by 40,078.
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Removed 19 obscured hills in Captor's Conversation lowering the polycount by 24,320 tris. Yup. I looked at these numbers and said "All good, ship it".
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The blocky subtitles have been replaced with clearer and bigger handwritten subtitles.
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Redesigned the backdrop in Tough Town to remove 21 hills from there as well, lowering polycount by 26,880 tris.
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Closed gap in farthest to the right door frame.
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(SECRET) Added a component to Tough Town scene that stops The Krook-Plane music and ambiance when the fast-forward code is used to skip that stage.
-=-=- THE SPOOKY WOODS
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The Pause Splash now renders on top of the leaf and crystal borders rather than behind them.
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All 22 trees have been updated with the new mesh, lowering the polycount by 38,778. These trees, man.
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Removed redundant components from the spooky cave, lowering the polycount by 34,560 tris.
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Removed an extra bridge component hiding past the level ender, lowering the polycount by 3,061 tris.
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Removed an unused gate into the Krook Castle, lowering the polycount by 12,052 tris.
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The (Former) Krookery Crew now appear properly by the elevator into the Krookery Castle.
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Fixed misspelling of the word "ceiling" in the underground cave.
-=-=- THE KROOK CASTLE
- Removed two disconnected candles and accompanying light sources from the far background.
-=-=- START MENU
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Made visual alterations to Windzen picture frame.
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Altered the rodotic endoskeleton mesh, lowering the polycount from 6,834 tris to 4,454 tris.
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Kentor can no longer move left through the wall the moment the game begins. Sheesh, we're bad at this.
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Quit Message placed in the bottom right hand corner once the player is in control.
Changed files in this update