Devlogs
Weekly Update #23 - Bugfixing frenzy
Most of the time, I try to always do varied things every week. A little bit of modeling, a little bit of level design, a little bit of programming… Once in a while though, I’m so absorbed by what I’m doing that I end up doing nothing but that. This is one of those weeks, but it has been a really, really good one, because I spent it fixing bugs. Although these kinds of updates might not be the most interesting, because they’re usually a bit technical, I’m still really happy about it. Here’s the full list:
Content
- Bugfix: The Turret enemy no longer gets stuck in the “spot” state upon switching characters when they’re far apart.
- Bugifix: The Turret enemy now has maximum priority over other enemies, so they don’t run into each other anymore.
- Bugfix: The Action Button icon now appears again at the bottom of the screen.
- Bugfix: The collider of the “Gaiatheist Chapel” building in the first level now matches the model 100%.
- Bugfix: Textual lipsync no longer conflicts with cutscene animations, and no longer causes flickering movements.
- Bugfix: The springshrooms (bouncy mushrooms) now propel the player with a consistent force, and no longer feel like you’re walking on the moon (this bugfix is actually HUGE, you have no idea).
- Maintenance: Updated all the canine animations for Hope.
Work in progress
It has been rough, but I’m all done!
Objectives for next update
- Small feature: make the minimap setting (hidden or visible) persist.
- Small feature: implement Music and SFX volume setting.
- Implement swimming.
- Start working on Phae’s music! This is exciting.
- Keep working on Phae’s level design from time to time.
- If I have the time, start working on “pullable ropes”: Letty will be able to carry rope ends.