Devlogs
Prototype: Project Quebic 0.2.0
Posted July 14, 2024 by Yusaki
#test build
Project Quebic Devlog: Version 0.2.0
Hello,
Weβre thrilled to share the latest updates on Project Quebic. Our team has been working tirelessly to refine and expand the game, and weβre excited to tell you all about the improvements in Version 0.2.0!
π¬ A Message from the Producer
While weβve made significant strides with version 0.2.0, I wanted to give you all a candid update on our progress:
- Sound assets are ready, but weβre still working on their implementation. We canβt wait for you to hear the sfx weβve prepared!
- Our UI designs are complete, but some functionality needs additional programming. Weβre excited to roll out the full UI experience in upcoming updates.
- Weβve faced some challenges with integrating new art assets due to connectivity issues with our artist. Weβre working diligently to resolve this and bring you the visual upgrades we promised.
- On a high note, Iβm thrilled to report that our animations are more fluid than ever, and weβve squashed a significant number of bugs. The game is running smoother than ever!
We appreciate your patience and support as we navigate these challenges. Rest assured, weβre committed to delivering the best possible experience with Project Quebic.
π Patch Notes
Hereβs a detailed breakdown of the changes in version 0.2.0:
Gameplay
- [π] Adjusted map composition for improved traversal
- [π] Refined wall jumping and dashing mechanics
- [π] Rebalanced combat dynamics
- [π] Reduced overall combat frequency
- [π] Decreased enemy health (Grunt: 7 β 6 HP, Gunner: 7 β 4 HP)
- [π] Healing Stim heal amount reduced (9 β 3 HP)
- [π] Lowered Healing Stim activation time
- [π] Implemented air dash limit (1, resets on ground or wall contact)
- [π] Time Freeze ability key binding changed (Z β F)
- [π] Healing Stim key binding changed (H β R)
Level Design
- [π] Standardized slope angles to 30 degrees
- [π] Lowered platform heights to enhance traversal
- [π] Reduced general and combat room sizes
- [π] Improved obstacle placement and reduced repetition
Visuals
- [β] Added new attack animations
- [β] Implemented new Grunt enemy animations (idle, walk, hit)
- [β] Added new Gunner enemy animations
- [π] Distinguished one-way platforms visually
Combat
- [β] Implemented new combat room design principles
- [π] Decreased enemy amount in combat rooms
Bug Fixes
- [π] Fixed wall jump repeat with dash velocity increase
- [π] Resolved issue where players could leave combat rooms prematurely
- [π] Fixed projectile hitbox issues
- [π] Corrected enemy health not resetting in combat rooms
- [π] Fixed healing not stopping when enemy hits player
- [π] Improved enemy pathfinding
- [π] Resolved crouch walk animation occurring when player didnβt move
- [π] Fixed dash effect persisting after touching ground/wall
- [π] Corrected uppercut animation to reach max height before falling
- [π] Fixed uppercut/attack hitbox damaging all enemies in path
- [π] Resolved issue with player moving forward during upward attack
UI
- [β] Designed new UI layouts (implementation pending)
Audio
- [β] Created new sound assets (implementation pending)
Legend:
[π] Changed feature
[β] New feature
[π] Bug fix
Weβre continuously working to improve Project Quebic. Your feedback is crucial in helping us shape the game. Please donβt hesitate to report any issues or share your thoughts on these changes!
Join our development discord here!
Discord: https://discord.gg/VQk9t3j54z
π Whatβs Next?
Weβre not stopping here! Our team is already hard at work on the next update. Weβre focusing on implementing sound, completing UI functionality, and integrating new art assets. Weβre also looking at adding more content, further refining the gameplay, and continuing to optimize performance.
Thank you for your continued support and enthusiasm for Project Quebic. Your feedback has been invaluable in shaping the game. We canβt wait to share more with you in the future!
Stay tuned!
Xodic Studio