the testing is going well - I got a lot of help with testing now
and it was a good idea to not leave it for last this time ๐ค
of course it's ironic that the public testing also has a pre-testing phase
but that is the way the cookie crumbles ๐ช
it's more of a psychological thing - better not let people exposed to potential big bugs ๐ค
soon everyone will can play the demo for real
very soon here on itch
and a few weeks after the game gets through the tedious
approval process on steam ๐ค
some highlights on what has been fixed in the past week:
the lightmap generation got fixes - and I completely had to re-lit the map
here is an area without filtering
there were a lot of mistakes - but mostly with filtering:
- pixels extended to the edge of the image and this broke blurring
- blurring the image without using the triangles for a mask introduced smudging
- I didn't do dot product tests between the light and surface normals
i'm on the fence about this one as I also invented a cheap way for ambient light with not using them
but now everything looks proper and more oldschool ๐ค
so with the proper normals this whale skull looks a bit weird with hard edges
rocks look a lot less natural but I kind of like it ๐ค
there were some major bugs:
- I only saved the first 16 weapon slots from 32 - making the pugon pistol lost in saves ๐
- Zortch was not shown in the guided missile view - I coded it out accidently with the vehicles
- gibs were floating after you loaded a game - their groundpos was not saved
- ladders used dot products wrong to see if you were facing them - dot products seem to be my arch enemy ๐ค
guided missile view - Zortch thinks she is in a car ๐
and here it is fixed ๐ค
for my next trick I will try and make the gamepad work properly
unfortunately nobody testing has tried it with a gamepad
and I don't play with it much either
so all shenanigans will come out when testing will become public for real ๐ค
until next time ๐