OWLMAN will release very soon, but before that I wanted to fix a few things in Where's Oswald. Details below:
ADDED Dynamic GI checkbox in options menu. Now also disables DFAO so playing without global illumination looks much more appealing. GI is much brighter than the non GI option, so you may not need the flashlight as often. FIXED Oswald patrol in the sewer area. He no longer gives up and will continue to patrol until he's seen the player. FIXED a second sky light was accidentally added in the Roam level, removing this may slightly boost performance. ADJUSTED post processing to be uniform across each area. Lighting is also a little different to compensate for GI changes.
That's all for now. Be on the lookout for OWLMAN coming soon :)
One More Thing
Settings menu changes, lighting and post processing tweaks. To make sure to not exclude players with low-spec graphics cards, or who play on laptops, I've added the ability to disable the new dynamic global illumination any time in game, as well as many post process effects, with the G key (This may be darker in some situations so be sure to carry the flashlight). Additionally, you can now change the screen percentage to reduce resolution for better performance. There's a few tweaks to light sources around the motel (free roam level) and post processing across all levels.
This is likely the last of the work I'll do on Where's Oswald as I prep for release of my next game in the coming months (store page coming soon).
A Major Update has Arrived...
A major update has arrived, bringing a new Free Roam gamemode, visual updates and expanded environments are among the changes. Here's the full patchnotes:
Updated project to UE5. Now with dynamic lighting. Eliminates the many light seams made by Lightmass. Generally increased overall lighting brightness with Lumen GI. Expanded Sewer area. Added two extra key collection tasks, one branching off of Oswald chase loop to encourage player interaction with him. Expanded Graveyard area. Replaced original assets with a higher quality set. Adjusted foliage textures and fixed the blue-ish hue of the shrub foliage. Free Roam Gamemode. The door is now open. You can now explore the entire game world without the constraints of linear gameplay and horror events. This is a combined level with some bonus areas you can explore freely, at your own pace. If you've already played the game, and you like exploration, I recommend checking it out. As all levels are combined here, the Free Roam gamemode may have higher performance requirements than standard play. Other changes. Some players were having trouble finding batteries. Increased size of collectable items and added a glowing pulse to improve their visibility. This will also help flow with new key collection tasks. More obviously placed flashlight so some of us do not miss it :) Footsteps now contribute to reverb where applicable. This means that footsteps sound more connected to the environment. Added new rain effects. Known problems. Engine update messed with the audio delays in the computer scene- removed the alt sound, now it's just a single tone. Texture streaming tends to be slow to pop-in on the Free Roam level.
If there is any demand for it, I may restore the release version in some form.