- You can now enter a name for the character in the customization screen.
- I've added camera movement to the customization screen.
- I've removed file extensions from the names of custom textures.
- I've added a popup error message if you are trying to use other filetypes than bmp, jpg, jpeg, png for the custom textures.
- I've added a screenshot function to the game with a proper timestamp name.
- I fixed the titlecard aliasing.
- I've added a "skip to park" button with a nice icon for the start screen.
Saturday, 24 June 2017
Quick Update Small Feedback Changes
So I've been pretty busy this week, so I decided to use the little time I had to do some quick and easy changes based on the feedback recieved.
Friday, 16 June 2017
Poor Chan Prologue Alpha 0.3 Release!
Windows 64bit: MEGA (Runs better, older computers can't run it)
Windows 32bit: MEGA (For older computers)
Mac OS: MEGA (Not fully supported*)
Linux: MEGA (Not fully supported*)
*I do not own a Mac or Linux myself so I can't bugtest these.*
What's Been done:
A lot of backend, UI, GameLogic and acting on some of the feedback. A few of the changes have been mentioned before in the "Quick Updates" so I'll try to be brief on those. I haven't done anything special to the Life/Energy UI yet, since the logic is still very WIP.
Gameplay:
These will also be explained in game.
- Improved movement (Sprinting, crawling and speeds that change if you are low on energy or life.)
- Life, Energy, Time, Money have all been added to the game, which will be resources for the player to use.
- A basic Meal system, accompanied by functioning snack/drinkmachines.
- Sleeping, which is still WIP.
- Has been improved and upgraded to a newer system.
- Some artwork have been added to make it look prettier.
- Added UI for the new gameplay elements.
- Added lighting and reflection to the prologue.
- Fixed some performance dips.
- Acted on some feedback.
- A lot of minor tweaks here and there.
- Replaced some of the primitives for some actual assets.
- I have been wrestling with Humanoid mecanim, it keeps fucking with my animations, as such the animations in game does not fully represent the original quality.
- You might loose some frames when walking if you sweet spot the camera towards a wall making it spazz, I'll figure out a better way to adjust the camera away from walls in the future.
- The clothes will most likely go through itself or the body slightly, I tried to clean out most of them.
There's a lot that I can start doing like keep working on the current gameplay mechanics and UI to accompany it, or maybe add some AI, or redo the character rig to fix the above issues. Point is, there's a lot to do so I'm not really sure which I'll focus on yet. I'm also getting a bit tired of using placeholder animations, would love to make a staggering walk etc.
Subscribe to:
Posts (Atom)