Devlogs
Version 2 Release - Render Scale & Minor Fixes
Version 2 has been release, providing render scale options (which can help improve performance), as well as other fixes.
Changelog:
- Player voids out when leaving the map boundaries.
- Fixed pre-activated elemental switches becoming disabled when hit by any element that doesn’t activate them (torches being put out with ice and earth, frozen water tubes unfreezing with wind and earth).
- Altered water tube placement in the one-way room to avoid a soft-lock from just shooting Freeze Blast at the wall outside. (it’s still possible to lock yourself out of that room, but it’s a lot harder to do it accidentally now.)
- Altered the HUD layout to better accommodate lower resolutions.
- “Press Q to switch” now says “Q: swap slots” in order to better indicate what it’s actually doing.
- Text displayed when near a power pedestal now tells you it’s equipping a specific aspect or element to your main slot, again to better indicate what it’s actually doing.
- Can now set render scale in the pause menu to 100%, 50%, 33.3% and 25%. Should help to improve performance on weaker computers.
- Added VSync toggle to pause menu.
- Power pedestals now update whether they’re grayed out or not when the player swaps power slots.
- Added rudimentary occlusion culling implementation, togglable on the pause menu. (off by default)
- Adjusted lighting so that it won’t break on integrated graphics.
This will likely be the final release of this iteration of the project. A future iteration with expanded exploration, as well as the addition of combat, will come later down the line.