We are happy to announce The Lost Gardens has received an update! We believe the changes greatly improve the players experience.
The core purpose of this update was to port the game into the most recent version of Unity, update the Caretaker design and to provide some small stability changes as we prepare for future updates.
The key features are:
- The game is now running on Unity Pro 2018.2.11 (Updated from 5.4.1)
- The Caretaker sprite and animations have been updated
- Enabled VSync on higher performance settings to help prevent screen t
tearing.
- Updated Conversation controls to be more intuitive and allowing for easier
progression through dialogue.
- General stability fixes
- Minor bug fixes.
To celebrate the update, The Lost Gardens is on sale now!
We would love to hear your feedback, feel free to leave a review and let us know how you like the improvements.
Also please leave us any feedback in the discussion page if you have and further suggestions.
Enjoy!
Post IGCON Update.
Thanks for everyone who joined us for IGCON 2018! We got lots of awesome feedback on The Lost Gardens and on the new game that we are currently designing. While con-goers were playing The Lost Gardens there were some bugs that we came across. We fixed those today! Enjoy.
Collider Fixed
Hat bug fixed
Removed broken teleporter
The Christmas Update!
So we are pushing another update today for the christmas break! I was not able to get as much in as I would have liked (I don't think this is ever the case). So In this Devlog I will cover what we have done, and then what I am planning on going over after our christmas break.
<*>Player projectile height has been adjusted. Basically this means that rather than projectiles shooting directly at the ground where a mouse click event has occurred, the projectile will pass slightly above. Let us know how it feels!
<*>Skill point system! A let’s player commented on how there's no point to kill the enemies! And you know what he was right! To fix this allow me to present you with the skill point system. Simply put kill enemies get exp. Once you have enough exp you gain a skill point that then can be spent in the skill tree.
<*>This brings us to the skill tree. Right now it’s not the most glamorous but I only wanted to include the most stable skills for the update. Spend your points on the skills you want to unlock the next level of that branch of the tree. Each new level costs more points than the previous. This is most likely game breaking right now but balancing will come.
<*>Environment Shaders. I have updated the environment shaders to make things feel a bit more lively. I will be touching it up here and there the environment is always being reworked and tweaked.
<*>Bernard! Our latest enemy. He’s big, he’s tough, and he loves you dearly.
<*>There could be other goodies that I simply forgot about such as was the new water update in the last update or this one? I’m not sure. Trees fade if you are behind them also. Sometimes I forget these things forgive me!
In the new year I plan on finishing up the skill tree, I also want to make buildings explorable, I will be adding “ghosts” of the old world, the patreon graveyard, polishing some animations. I am hesitating on starting new levels in till we achieve a really solid level of polish just to make the world expansion simpler on my end. With that I hope you all enjoy the update and have a wonderful holiday!
Feedback is #1!
Thanks to everyone who gave us feedback and purchased the game! We have taken the feedback from your videos, reviews and talking to us in person and implemented it into the game. Enjoy this update!
Patch Notes:
<*>Updated Door colliders.
<*>Increased cost of gun energy
<*>Increased cost of AOE energy
<*>Increased mion top speed.
<*>Improved AI navigation.
<*>Fixed player ring shader.
<*>Foreground objects now fade when player is behind them.
<*>Fixed water shader.
<*>Fixed some climbable walls. (more still need fixing)
<*>Stamina bar now shows value while recharging if it has not run out.
<*>Player maintains jump momentum if stamina runs out mid jump.
<*>Fixed Sign that could be jumped on.
<*>Changed 'Space to skip' to 'Enter to skip'.
<*>Mouse click closes large map.
<*>Added map to area01.
<*>Fixed shooting animation.
<*>Fixed not shooting on first click in new direction bug.
<*>Added town signs and teleport signs.
<*>Added quit option from esc menu.
**MORE TO COME THANK YOU ALL FOR THE FEEDBACK AND SUPPORT!! MAY BERNARD BE WITH YOU ALWAYS**