Devlog - 32


Changes:

Added a new accessibility option: "Large Font" , this is an attempt at a more readable font for anyone having trouble with the standard font.

Added a "Do you want to enable tutorials?" message when starting a new game (or loading an old save), if "No" is selected then the robot companion will not start up and you're on your own.

Replaced the crouching animations with new crawl animations. (you can now actually hit enemies when crawling, yay)

Added a "series of explosions" effect for use with relevant enemies and things. (such as the O.R.B enemy in the new gif)

Improved the non-suit ledge grab animations a little bit.

Tweaked the "Rock Diver" enemy AI a bit so it is no longer "homing" towards the player and is now much easier to avoid.

Improved the "Rock Diver" enemy sprite making it easier to see. (not sure if I've already mentioned this one)

Audio options no longer go to 200% as this felt a bit strange.

Sped up the save station animation and improved the sound effect.

Improved the energy beam sound effects. (more punch, less pew)

Added a special icon on the fullscreen map where your current save location is.

Items no longer move towards you automatically.  (now an additional feature of an upgrade)

Removed the additional button to remove map markers since this was redundant, you can just press the place marker button and it defaults to no marker.

Fixed some alt+enter issues, this should now work to toggle fullscreen on/off again.

Fixed doors being locked in the room before the facility escape sequence starts, preventing people to save, they should not have been locked unless the escape had started.

And.. fixed a bunch of other minor issues.


GIF:


(showcase of misc changes, the gif also runs a bit fast for some reason)


Sorry for the lack of updates, it is what it is.
Maybe I can keep this going for a while now, I don't know, I'll be trying at least.

Anyway, I'm hoping to update the demo maybe next week so new people don't have to continue experience all the current issues.

I guess that's all I got this time.
I appreciate you all sticking with me and I hope that, in the end, I can make this game as good as I and everyone else wants it to be.

Get Zordak

Comments

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(1 edit)

I'm looking forward to buy the final version. Can I sugest one thing? When you grab a ledge and press to the opposite side, the character fall to the ground. It would be interesting to make her stay grabbing the ledge even if you press the opposite direction (jumping only when you press the direction + jump, or pressing down to make her fall).

Hey, pretty much all ledge grab issues have been fixed since the last demo.

I'll list some ledge grab changes:

There is a new setting (on by default) which causes left/right to not let go off ledge grab.

Another new setting (not on by default) which allows you to aim with the direction keys, d-pad or the stick while ledge grabbing, also causing pressing down to not let go off ledge grab.

Added a momentum boost when ledge grab jumping allowing you to jump further horizontally.

Hopefully that should fix most issues with ledge grabbing, a new demo update will be coming out soon so you can test it out yourself. :)

(+1)

Maaaan, this keeps getting better and better. I'm so inspired! I'll keep following for as long as you keep updating. :)  

Thanks, really appreciate it! :) I'll be trying to update as much as I can.