With most character animations now being a lot better (don't worry, the enemy/boss ones will be also taken a look into.), I believe I can go forth and start working on the content that was in the roadmap.
Initially I thought I would add the additional content via a different branch... But then I realized, who really wants to hassle with all of them silly branches in the Steam settings, right?
- Realm Of The Rogue - Is now available under the "Alpha" tag in the game, since this gamemode is very much a work in progress, do expect it to be very barebones, buggy and mostly just a slice of what's to come in the future. I'd like to note that compared to everything else in the game, the performance of this mode may be worse than expected due to the nature of procedural generation.
The tracks from Realm Of The Rogue will be available later in the soundtrack, once they'll be finished. Of course, I'll be listening to feedback and ideas if anyone has any after messing with it, other than that, the plans for it are in the roadmap on the Steam forums/discussions.
- Fixed Rare situations where enemies wouldn't play the flinch animation mid air when hit. - Updated some enemy animations. - Quee - Acid Breath is now more responsive. - Quee - Airflow smoothing no longer causes other animations to not play until airflow's animation is over.
- Training - added an Additional training location with a grid, where each square represents 1m in Unity, this may be useful in case the character/enemy velocity travel data matters a lot to you.
- Training - Corrected the position of the settings to switch location/enemy/position to work better on 16:9 screens. - Training - Is now using correct post processing, thus looking less dark and stinky overall.
Patch 1.030
- Boss 04 (Seth) - Fixed a very rare glitch where he may get stuck once he enters Berserk mode. - Mission 10 - Re-generated lighting to bake some of the unbaked props into the lightmap, this should improve the performance by a bit. - General - Things will now get spookier on Halloween. - General - Added a waypoint system for people who don't want to read. (Holding Camera Re-center for 1 second will show you where you need to go next.) - Mission 01 - Added a hint on how to use the waypoint system.
- D.Magnum - Charged Shot - Animation updated in air. - D.Magnum - Charged Shot - Now when activated in air, will push the character back by a little bit. - Grindblade - Rapid Slash - Animation transition smoothed out. - Grindblade - Spiral Slash - Animation transition smoothed out.
- Lock On - The lock on speed no longer snaps. Meaning that your analogue stick while locked on is now being taked into consideration. So if you move your stick slowly while locked on, the character will move slowly as well instead of having the same max speed at all times.
Important quick fix for an unnoticed issue.
- Fixed world's most embarassing bug. The loading menu not picking the right difficulty setting.
Explanation:
So basically, when I was publishing the game to Steam, there was a request to add controller refocus from the people who verified the build.
So I did. Turns out however, that if you still pressed Submit (Enter/F) in the loading menu, it reset the setting to last known picked button. So in other words when you tried to load hard difficulty, it did. But just as the loading screen ended when you pressed Enter/F, it picked Normal difficulty as the main one, so every time you loaded any difficulty in the loading screen menu. All because of recently added controller refocus option when publishing the game on Steam.
In addition, I believe when you clicked it, it tried to create a new save file, possibly causing a progress reset. How bloody embarassing. But gladly, that's fixed now.
I am more surprised that it was not reported earlier by anyone. I guess people stick to one difficulty option most of the time? Apologies for any inconveniences caused, trying to be as transparent as possible here, and thank you all for the support!
Patch 1.029
Notice: There are quite a few things happening in my life right now, such as possibly moving, so if I don't release an update for a bit, don't worry.
- Added some additional particle effects to some animations since they felt like they were missing something. - Added screenshake to some animations where appliable, for example - explosions or ground shaking attacks. (For enemies too.)
- Float mechanic - Added a small slider on the bottom right to make it easier to understand when you can float and when you can't. It will be visible when the float is active. (This slider is invisible in Hardcore Gravity mode.)
- Input settings - Double Tap/Stick flick timer customization has now been added. This is to address the input sensetivity feedback, as some players felt that Double Tap/Double Flick was too sensetive, which may help to prevent accidental double taps/double stick flicks if you reduce it or increase it. (Default - 0.75) While I don't see much of a problem reducing it in code myself, I feel like default double tap works just fine for the keyboard, so if you are having some problems with that, feel free to play around with that settings.
Patch 1.028
Claws - Rising Sun - Animation adjusted. Grindblade - Meatgrinder - Animation adjusted. Grindblade - Combo A - Animation adjusted. Toothpick - Made pulling the enemy towards you on the ground a lot more responsive.
Version 1.028
Claws - Rising Sun - Animation adjusted. Grindblade - Meatgrinder - Animation adjusted. Grindblade - Combo A - Animation adjusted. Toothpick - Made pulling the enemy towards you on the ground a lot more responsive.
Quick fix for Mission 04.
Fixed Mission 04's combat encounter's wall blocking progression after changing the trigger size from patch v1.026, sorry for the inconvenience caused! (Patch v1.026 only affected that trigger and not any other ones, there shouldn't be any other non prog bugs in the game, just a FYI.) Thank you for the report, Big Gobbler.
Patch v1.027
- Training - Added the ability to change training area. Right now there's 2 additional areas you can use. More may come. - Training - Added the ability to swap the enemy to practice on. - Training - The default enemy is now the punching bag. - Training - Added the ability to reset the positions to the spawn positions. - Gameplay settings - Added the option to toggle the Weapon Icons to remain on the screen by a request.
Patch v1.026
- Claws - Idle stance adjusted. - Toothpick - Animation delay for Spin To Win fixed so now it's basically instant. - Toothpick - Combo, more minor adjustments. - Toothpick - High Roller - Animation adjustments to add better "recovery." - D.Magnum - Slicing menace - Animation adjustments. - D.Magnum - Charged shot - Animation adjustment for shooting while grounded.
- General - Bosses (in the main campaign) no longer stay and wait for you to hit them first, they will now start attacking as expected. - General - When the player dies, the weapons will no longer be visible or float in air in some situations. - Enemies no longer swap to idle animation if you land a melee hit on them as they dodge. - Boss 01 (Elegante) - Gave projectiles a small spawn effect so it looks better. - Mission 03 - Added some wind (pushing physics) on the roofs. - Mission 04 - Fixed a very small gap in the intro area allowing you to get stuck. - Mission 04 - Adjusted one encounter trigger size so it can't be accidentally skipped.
Patch v1.025
- Claws - Combo A - Animations were updated. - Claws - Combo B - Animations were updated. - Claws - Shred It - Animations were updated. - Claws - Moonlight - Animations were updated, has a little bit of a wind up now.
- Toothpick - Combo - Animations and timings were adjusted, though I might go back to it still in the future.
- Getting hit - slightly adjusted the animation.
- Fixed a very specific teleportation glitch with ranged hitscan weapons. The ray that checks for collision no longer shoots from the gun, but rather from the player's root position. This bug was known about however, I was only aware of the diagonal variations of this issue that didn't break the game before and could've been used as tech. This one however could cause major skips and softlocks, thus breaking the game. Thus it has been fixed.