Devlogs
Update 8
Posted September 19, 2024 by Gilational
#Minor Patch
New content:
- The cutscenes transitioning into the boss fight at the end of M1 and ending the fight have been changed
- These cutscenes were my first attempt at any sort of dialogue, and I failed on multiple fronts. In terms of the writing, Pax acts way more calm than he should be after being attacked, and Wiped's exposition felt more like he was asked basic questions instead of being interrogated. Even more importantly, is something I complain about a lot, which is lack of flow in dialogue. The original cutscenes felt like each character was just waiting for the other to finish saying their line, and the attempt at an interruption in the end dialogue felt forced, like Wiped was expecting to be interrupted. These new cutscenes should be more accurate to the character's envisioned personalities, and the delivery should feel a lot more natural
Major Changes:
- M1 has been remade with the new framework, some notable changes from this include
- No longer horrendously buggy (No more skipping sections by dying in them)
Lighting in the cutscenes between each level section no longer have extreme jumps
- Unlocking the staff won't restrict you from using your gun until you quit and reload
Visual and "feel" changes:
- Added simplified title screen option (Removes the 3d backgrounds)
- Greatly increases FPS on the title screen. Automatically enables on first time setup if FPS is below 30
- To fit this new option, the visuals menu has had scroll buttons added
- Some buildings near the beginning of M1 have had their models adjusted to reduce strange lighting
- Some staff animations have been redone. This change shouldn't really be noticeable in first person, but the animations before this update have some unnatural bone deformation I wanted to fix for the sake of future animations.
- Fixed an issue that caused the viewmodel to jitter when running forward, then stopping. This does not fix jittering when quickly pressing different movement keys (an issue that most likely will never be fixed by me)
Noticeable bug fixes and minor changes:
- The trains going through M1's train station have become more frequent. This is to heavily discourage the player from camping there, especially given the change discussed in the "Known Fixes" section. In addition, there should be less time to wait between enemy spawn waves
- First Time Setup fixes:
- Fixed display option menu being near completely non-functional, including resolution setting.
- Added a stronger background to dropdown menus
- Fixed the current screen resolution option being very short
- Fixed a few placeholder texts not being correctly set to actual text
- The shader caching system has been improved:
- The caching process is fixed if it is unneeded (Assumed to be needed every game update)
- Shaders *should* now consistently be cached properly. Stutters are not 100% removed from the whole game, but this will surely help if it was a big problem before
- Fixed the FPS Text option overlaying the custom resolution screen
- Fixed an issue where the volumetric fog option would change the glow setting instead
- Fixed inconsistent sizing in the mission select menu (play button, mission list)
- The mission list now closes when closing the mission select menu
- The guitar solo in M2 now has a cooldown before it can play again. Originally, it could only play once per battle, but this would mean it could play at the end of one battle, then immediately at the start of another battle.
- Renamed "Kick" bind to "Interact" as not all interactions involve kicking something.(This was forgotten about on the M2 release)
- Little bit of history, the game early on did not have melee weapons, instead, all melee attacks were going to be related to kicking. In a 3rd person format, this probably would've stuck, but the amount of actions that could be animated for this in first person was extremely limited. It was then relegated to being a movement tool before ultimately being cut entirely, only remnants being in cutscenes
Other changes that won't really be noticed in game:
- Mission framework has been fully implemented. This should make it easier to make new levels, and make it easier to fix bugs
- Godot has been updated
Known Issues:
- The first time setup screen doesn't scale properly on aspect ratios other than 16:9
Enemy AI doesn't handle height variation well. Only the train station in M1 has height variation that enemies interact with, and before this update, there was a special animation for enemies jumping up, which was horrendously buggy. This is being changed, so that enemies handle height a lot more effectively, but, since it'll require quite a bit of work, instead of delaying this update, a wall prevents enemies from falling into the tracks. Unfortunately, this means the train will no longer run over enemies until the AI has been updated, and that wall has been removed