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v.0.3.11 (dealigning rooms and corridors, bug reporting)

Tea For God
A downloadable game for Windows

I know that there won't be a year I won't get sick. Some medications have... funny side effects. One thing that I took resulted in dizziness which made me sleepy. I decided to check in the changes I did. And then something went wrong. I was half-way through writing a commit message when I changed language and mid-word I decided to write about something else. There's now one commit with a message that makes no sense. I am going to keep it that way.

Back to the game. There's a new build. There are two very important things:

  1. Auto reporting bugs from Quest. For PC it has changed - now bugs are reported automatically (doesn't ask if to report or not). This may result in the list of bugs growing rapidly. But it's better to have 100 repros of the same bug than not being aware of that bug existing.
  2. Currently, the way the rooms and corridors were created was using axes (X, Y) to align walls/directions. I changed that (and fixed a bunch of bugs AND improved generating a bit in general) so now the rooms may be rotated. This should make some of the zones feel less tiley. At the moment there is just one zone that uses that. And it happens only when there are at least 4x4 tiles. I might write about that in a separate post.

There are also other improvements:

  • shorter crouch zone.
  • less cannons for guard cannons zone (four was way too much), I also changed how this zone is generated and where cannons are. There should be no situation (read: it should be much less likely) in which you can't hide because cannon is above you.
  • a bunch of bug fixes (not the elevators yet) and added some of the missing stuff on Quest (there was no red tint when health was getting lower, pick up/pocket indicators were way off and a few more).
  • much lighter arms+hands. I was not aware how much different Quest's GPU is when compared to, let's say, nVidia GTX 970. Some of the stuff that I am now changing will be beneficial for both PC and Quest. But some are just Quest specific, less details, much simpler meshes. It still gets choppy a lot. One of the things that I am really missing is LOD system that would render simpler meshes when further away. This should be very useful in elevator bridges when there are lots of platforms.
Quest on left (1081 tris), PC on right (8107 tris). What's important is that I have a single description of the hand, I just change how many subdivisions there are, don't generate some bits (dark edges) and replace some of the things (hinges) with simpler versions.

I should get a few more bugs fixed, the elevators being the most important right now. And I will start working on extension modules. I will probably have to add a simple shop to buy/sell/exchange stuff. Of course, there will be some extension modules that can be found falling out of destroyed robots but you should be able to buy, at least the most basic/popular ones.

Oh, and a custom difficulty setup.

Files

  • v 0.3.11 (#190) 31 MB
    Aug 09, 2019
  • v 0.3.11 (#190) - Oculus Quest APK 55 MB
    Aug 09, 2019
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