The journey of me fixing a bug/glitch and (probably) causing another continues
Today I accidentally stumbled upon a weird glitch I probably caused months ago when prepared the previous patch: all ashtray models were missing from the game (so cigarette butts were flying slightly above desks).
No idea exactly how and when (or... why?!) it happened... but now it's fixed.
Also: fragments (basically the unlockable endings) are now saved in a folder named "Fragments" next to "Save" - instead in the Windows registry. The technical reason behind that is if anyone has some problems with them (the registry keys misteriously got deleted, or something like that), fixing it will be much easier from now on.
Don't worry though, the game will still recognise fragments saved into the registry, so this change shouldn't break previous progresses.
The store page of Fragmented City is live
I've finally decided to publish the store page of Fragmented City - the only downside is the public demo is not ready yet. The main reason I hit the button is I know a lot of time has passed since Through The Fragmentation, so some of you might have been wondering whether or not the sequel successor is still happening. It is, don't worry - I just happen to have a slow and idioticly detail-oriented working method (and some of my focus has to go into my studies).
Ah, by the way, there is a very-very dumbed down proof-of-concept demo here.
1.1.2
So, this is very awkward, but you gotta admit what you gotta admit...
As it turned out, (probably) last time I updated the game, I accidentally caused a minor audio problem (the volume glitched whenever any of the "Fragment unlocked" screens opened). It seemed, no one was bothered by that, but since I put a lot of effort into the audio, I thought fixing the glitch would be good.
I also fixed a small occlusion culling glitch one of the Discord server members drew my attention to (thanks, Kea).
Well, let's hope this time I didn't cause any new problems...
Fragmented City
A few times I've mentioned that I've been already working on the third Fragmentation game (if you haven't played the first one, you can download it from here). It's not a sequel, nor a prequel - just a next installment. Bad news: it's still not finished, needs a lot of work. Good news: I can share a few details (and two screenshots) related to the game.
This time the game will focus on exploring the City - which is divided into small districts.
The City has multiple factions (a hobo community, fanatic cultists, outcast fragmented people, etc), the story and the objectives will focus on them.
There is going to be a dumbed down, proof-of-concept, walking sim demo (showcasing one district) shared on the Crow Bar Discord server soon.
The core "gameplay loop" stays similar (explore, talk to NPCs, do fetch quests, get access to new areas, etc), but I also work on expanding it to interacting more with ingame computers (you can gather information by logging into email accounts, or copy files onto data carriers, etc.).
That's it for now. I can hopefully share more stuff soon.
1st Anniversary of releasing Through The Fragmentation
Through The Fragmentation is one year old!
Originally I wanted to add the previous Fragmentation game as a free, standalone DLC for this occasion - but as it turned out, the moderators at Valve perhaps do not wish to allow that - so I dropped the idea and updated the game on GameJolt and Itch.io. The game is fairly short and simple - especially compared to Through The Fragmentation -, but I'm sure some will enjoy checking it out (or re-visiting it perhaps).
I was wondering what else I could come up with to make this occasion more special, but I happened to be busy with working on my projects instead. One of them is the successor I mentioned a few times (currently running under the working title of "Fragmented City), but it still needs lots of time before I can release even a short demo - so I'm planning to release another game, that is an expansion of a pixel art puzzle I released in 2018.
More details hopefully soon, but till then
I thank you a lot for all the help and support you gave Through The Fragmentation in this year!
While I didn't become a big time millionaire game dev (too bad), as a first time commercial release (without any professional help of a publisher), I like a lot what the game has managed to achieve.
A member from the Crow Bar Discord server has shown me this pretty cool website, called Steam250. One of their lists (Hidden Gems) features Through The Fragmentation on its 80th place. I can't surely tell if it actually counts outside of that website, but I find it a nice achievement.
Alright, I should probably get back to the upcoming projects. I can't wait to show you what I've been working on since the release of Through The Fragmentation.
Version 1.1.1
Photosensitivity warning added to both the game and the store page. While the majority of the visuals are chill, I admit the game does have a few parts which can be problematic to those who have at least a mild photosensitivity.
Something else: Sadly, I had to temporarily pause the development of the "sequel", but I'll have a pretty exciting news for you soon (not exactly anything you would probably expect though).
Version 1.1.0
While this current update doesn't really add too much new compared to the previous version - I felt that it was time to hit the 1.1.0 mark. On one hand the current version has quite some improvements and fixes compared to the first released one, and on the other hand I feel like it's really time to let the game go and focus completely on the "sequel" (which I've been actively working on since the release of Through The Fragmentation).
Here is the more or less complete list of all the changes and fixes I've been implementing since the release:
Changes:
separate options for vertical syncronization, field of view and invert mouse look have been added to the settings menu
starting a new game gives the choice for keeping previous saves (including the number of unlocked fragments which is stored outside of the Save folder, in Windows registry)
Fixes:
missing wall colliders
dozens of typos and grammar errors
one dialog error which gave an unfinishable task instead of a note
one specific scenario that triggered an unfinishable situation
stucking loading screen
save files getting removed after updates
one bug related to the data disc item
A little bit awkward, but I didn't document what changes I made for version 1.0.7 and 1.0.8, so... well, let's just assume they were kinda covering the same areas I mentioned above *awkward smile*
Something else:
I'm admittedly not a marketing genius, so I would like to thank anyone who has supported the game so far. Talking specifically about sharing and recommending it, or posting a positive review on its store page.
Thank you!
Patch 1.0.10
Today I - almost entirely came from nowhere - realized that there had been a quite serious design issue in Through The Fragmentation all along. Without going into any spoilers: players could have accidentally get into a situation from where the game would turn out to be un-finishable. Thankfully no one has reported this issue (no wonder, since triggering it needed a specific scenario), but that fact didn't stop me from fixing the problem.
Besides that, I've fixed a small typo in the opening area that was mentioned in one of the bug reports I got through a Google Form - and also by a member of the Crow Bar Discord community.
Huh, alright... And now finally getting back to work on the next project. Hopefully I can tell you more details as soon as possible - it's going to be quite exciting!
Patch 1.0.6
List of changes:
Fix:
- One relatively minor grammar error on a note
Addition:
- camera FOV slider in the settings panel (default value is 65)