"Holy crap this update did wonders... Framerate, performance, game looks better...The new build is awesome."
Like I've said before, the way I see it, running on walls is to Energy Hook as grinding a rail is to Tony Hawk - I imagine players mixing the swinging and wall-running and I play with the wall-run button held down a lot of the time much as I used to hold the grind button in TH. But I've noticed most of my players and youtubers weren't doing that.
So, this update: easier wall running, more walls to run on, race challenges that *require* wall running, and I've made running on the ground better too. You don't drive like a truck so much anymore.
Also, Unity 5: Better framerate! More solid physics! Fewer crashes! Different lighting model!
I think y'all are going to like this one.
Sorry, Windows is the only one up now; Linux and OSX coming next.
And I've done some other stuff too:
Swinging over water is safer and easier (props to @gamegrin and others)
Fixed it so a second controller (such as a steering wheel) doesn't mess it up (props to @bluecat16475 & hardsoftco)
Put in new energy hook detach sound effect
All challenges can be cancelled now (props to MDF)
Increased geocache collection radius (props to Buffalo_Ruthless) and added sound
Made sure jump-jet effect turns off after you land (props to Buffalo_Ruthless)
Backer rewards for my Kickstarter supporters
Stopped cutting your line when you're too close to a structure
Increase the vertical boost when you let go of a line
Fixed the order of the race-the-island hoops
Fixed the hoops in the New Atlantis jumping-and-boosting race
Fixed bug where you could swing on light columns
Fixed problems activating challenges
Good-sized Update Coming Mid-October: Run!
It's been a while since I've posted an announcement. Sorry for going dark! Working on the Steam, Playstation Vita, and Playstation 4 versions at the same time has an obvious effect: it slows me down. Looking at my handy schedule it looks like my next update will be done mid-October, and will mostly involve better running, both on the ground and on walls.
The way I see it, running on walls is to Energy Hook as grinding a rail is to Tony Hawk - I imagine players mixing the swinging and wall-running and I often play with the wallrun button held down most of the time much as I used to hold the grind button in TH. But I've noticed most of my players and youtubers aren't doing that.
So, next update: easier wallrunning, more walls to wallrun on, race challenges that *require* wallrunning, and ... hey, while I'm at it, I'm making running on the ground better too. You won't drive like a truck so much anymore.
Also, because of the Playstation versions, I've been dragged kicking-and-screaming into supporting Unity 5. On the bright side, this means better framerate! More solid physics! And hopefully less crashing. (Those crash bugs are them, not me, I swear.)
See you in mid-October with the goodies!
Minor Update - Swinging Tweaks
I wanted to get an update out fairly quickly that improves the swinging animation and the way Delilah orients while on the line and thrusting with her jetpack. I also tweaked the way finding a point to swing from works - it defaults to being more generous about finding a point, and it's less likely to suck you face-first into a wall now. :)