Posted December 17, 2024 by glossydon
Another monthly test!
Resolution scaling has been introduced. The following resolutions are supported:
Note: 480p is the standard for artistic purposes, though other resolutions exist for player discretion. There may be a need for a lower resolution. These resolutions, when changed, do not alter the monitor in any way - it is the game's internal resolution.
Some optimizations were made for the depth buffer, though it still needs work.
Objects can use a frame bus resource to stagger expensive checks or routines, keeping per-frame loads low.
Fixes for item selection with the D-pad.
Items on the D-pad may be toggle-able effects instead of held-weapons.
The protagonist's skeleton is adjusted with a better routine for more consistent results. The protagonist can bend their body to account for differences in elevation with their chosen target when attacking, aiming or blocking.
Controls are now configurable. Controls are initially mapped to a standard, modern controller. Testing was done with a controller adapter for an older console, with deadzones for analog sticks being a sore point. The in-game user-interface does not update to reflect changes to the control scheme.
The horse follows the girl.
Swords may be wreathed in elemental power when a magic earring is selected with the D-pad. The magic can be undone by pressing the D-pad again.
It might be some time before the game leaves pre-production. We don't want to build a house on top of unstable foundations, so why build content for a project which isn't ready for that?