I’ve created a trelloboard. Here I’ll try and represent what I am working on. Please keep in mind that the left most cards bar are Ideas. I totally want to implement them all..however..things like coop multiplayer are not part of the initial promise and will be significantly less likely to be added in the final product.
My point is, I really want to take everyone along for the journey. But please understand that I won’t implement every idea on the board.
Thx everyone and let me know what you think.
Kind regards,
Ray
Everybody ready to meet a new friend?
I call them creepers..because..well they're fast and creepy! Comming soon.
kind regards,
Ray
Added post effects blooming, antialiasing etc.
http://steamcommunity.com/sharedfiles/filedetails/?id=1333468515
I've not payed much attention sofar to the scenes in terms of how well they look. With these postprocessing effects i'm trying to add a first pass in making the "camera" have more special effects like blooming, color correction and antialiasing. The last one especially has quite an effect on the image.
In a later stage I will make these options configurable. In the mean time I would love to know what the impact on performance is in different setups. Don't hesitate to mention them here or on the forums.
In addition i've fixed some bugs like the handling of the bow. In the past your hands would be weirdly attached.
Kind regards,
Ray
Update a0.55: Improved death animations and tweaks
I've worked on some improved death animations that make the transition for dead characters look more natural..well..magical really..
The point is that characters don't just disapear anymore instead they have a more logical transition.
Furthermore i've been trying to bugfix some bugs concerning the weapon holsers and holding items. It would in some cases happen that you'd be able to hold more then one item at a time. Or worse hold two guns in the
same hand. I've been able to resolve this somewhat. However, I suspect that there are specific cases where this might still be the case. It would help a bunch if players could mention these cases. It would make the search easier.
I know many are looking forward to the alpha puzzlemap. I'm really trying to get it at a stage where it's fun to test. But, we're not there yet. I will keep everyone posted.
Lastly, I know many people feel the controls can be improved. I am looking into this. A small example is that the menu now can be used by using both the grab and trigger button. I'm experimenting with doing this in more places such as the grabbable objects.
While not working on the puzzlemap I try to improve what's already there. A good example is the gif above. I'm trying to make some logical death transitions where the body doesn't suddenly just disapear. Instead the zombies and mummies now turn to dust.
Will add this in the next update as well if I can get it to work well enough.
Here's another look at the puzzlemap. Another puzzle has been added. Now all these puzzles aren't anything major or hard. They mostly show the functionality that i'd like to implement throughout the singleplayer.
I'll release this map somewhere this month for the public. Bare in mind that this really will be a test map, i'll make sure to place a notice infront of the entrance that says so. If you do not want any spoilers etc, you should not enter that map!
I noticed that especially for lefthanded people the animations for the hands were less accurate. I've tweaked the hand behaviour so this should no longer be so.
Please keep in mind there are some known bugs and issues that still need work. These are the following:
- Grabbing the bow with the left hand and arrows with the right causes the right hand to..twist unnaturally..when adding the arrow to the bow
- When holding a gun with your left hand ammo is still on your left side, this is not really a big but I can imagine this being anoying.
- in rare occasions you can get an item stuck to your hand eventhough it was dropped. I am still looking into this issue.
Overal the movement and behaviour has improved a bit again. Let me know what you think!
Kind regards,
Ray
Reduction in pricing
Hi there,
I've noticed that there have been several occasions now where the price of 2.99 was percieved as to high for the current state of UDS. Therefore I have reduced the price back to 99 dollar cents(and it's equivelant in other currencies).
Your feedback is very important to me and making a fun experience that is worth the cost is what we're trying to achieve here. I hope the reduction helps in attracting more early acces testers and community participants.
In future updates I might up the price again according to what I find reasonable. As always community feedback will be taken into account!