Minor update patch.
Minor update for Steam, graphics, and effects.
Minor update for Steam, graphics, and effects.

Minor update for Steam, graphics, and effects.
Minor update for Steam, graphics, and effects.
Minor update. Fixed some graphics and particle bugs.
Minor update. Fixed some graphics and particle bugs.
Minor tweaks and updated Steam integration to fix Steam Achievements not functioning properly.
Minor tweaks and updated Steam integration to fix Steam Achievements not functioning properly.
Increased dark-light brightness by a small amount. Minor visual updates to environment. Added a visual effect to one enemy to make avoid it easier. Fixed issue where particles would sometimes flicker or disappear at certain camera angles.
Increased dark-light brightness by a small amount.
Minor visual updates to environment.
Added a visual effect to one enemy to make avoid it easier.
Fixed issue where particles would sometimes flicker or disappear at certain camera angles.
-Replaced most textures. -Rebalanced collectables. -Removed tinderbox item. -Simplified ending level. -Expanded hint system. -Expanded story content in notes. -Overhaul to lighting system. -Minor audio system overhaul. -Overhaul to madness system. -Overhaul to AI navigation syste
-Replaced most textures.
-Rebalanced collectables.
-Removed tinderbox item.
-Simplified ending level.
-Expanded hint system.
-Expanded story content in notes.
-Overhaul to lighting system.
-Minor audio system overhaul.
-Overhaul to madness system.
-Overhaul to AI navigation system.
-Overhaul to animation system.
-Overhaul to physics computations.
-Major overhaul and alterations to level design and spawning system.
-Alterations to AI.
-New hazards.
-New props.
-New visual effects.
-New madness effects.
-New puzzles.
-New mechanics such as swimming.
-New level and room designs.
In addition to:
-End level redesign.
-Current level redesigns.
-Removed a monster type.
-Adjusted movement speeds of player and creatures.
-Procedurally generated hazards.
Happy Halloween! Ouroboros: Prelude draws nearer to completion. With this update I spent some time to try to rebuild as much as what was lost as well as recreate and improve on... most everything, really. I got most of it and added even more new things. I had to axe a few levels
Happy Halloween!
Ouroboros: Prelude draws nearer to completion.
With this update I spent some time to try to rebuild as much as what was lost as well as recreate and improve on... most everything, really. I got most of it and added even more new things.
I had to axe a few levels that were causing problems. I will try to add them back in at a later date. Spent a little more time and and added back in some room and level designs that were in the previous version but must have been lost during one of the data loss episodes because checking in the current project they were not there. I do want to try to re-add some of the lost room, level, and puzzles designs that were lost after the previous build that never saw it to the public version.
As stated before... this game itself is an Ouroboros, uncreating itself as it is created. I could swear this project is haunted. No other project have I encountered - either of my own or others - have had this many ill-fated synchronicities. But... I believe I may have outrun that dread-snake as there have not been any issues since working on this version of the game.
So much has been retooled, rebuilt, changed and added that I am not even sure where to begin in terms of an update list but I will try to cover as much as I can recall since the last build:
-Replaced most textures.
-Rebalanced collectables.
-Removed tinderbox item.
-Simplified ending level.
-Expanded hint system.
-Expanded story content in notes.
-Overhaul to lighting system.
-Minor audio system overhaul.
-Overhaul to madness system.
-Overhaul to AI navigation system.
-Overhaul to animation system.
-Overhaul to physics computations.
-Major overhaul and alterations to level design and spawning system.
-Alterations to AI.
-New hazards.
-New props.
-New visual effects.
-New madness effects.
-New puzzles.
-New mechanics such as swimming.
-New level and room designs.
A long time has passed since the last update. Many things have happened to hamper progress. Many setbacks - illness among them. Life is madness. I have only very recently been able to pick up working on the game again. Consider the three data loss episodes, piecing the game back
A long time has passed since the last update. Many things have happened to hamper progress. Many setbacks - illness among them. Life is madness.
I have only very recently been able to pick up working on the game again. Consider the three data loss episodes, piecing the game back together, life, work, illness, and covid I would say that this version of the game is in very good condition.
As stated some time ago I would give people advance warning in case of price increases as the project moved further away from Early Access and closer to completion and I suspect that I may increase the price from $7.99 to $9.99.
If all goes well, the update should come within a week.
Stay sane. :)
A quick update on the current state of Ouroboros: Prelude. As the last update hinted at I had to partially rebuild the game. Unfortunately the project suffered data corruption for the third time in the row. How or why this keeps happening is beyond me but alas, here we are. I am
A quick update on the current state of Ouroboros: Prelude.
As the last update hinted at I had to partially rebuild the game. Unfortunately the project suffered data corruption for the third time in the row. How or why this keeps happening is beyond me but alas, here we are. I am thoroughly convinced this game is doing everything it can to uncreate itself - as though the corrupting madness concept of this game has bled into the reality of its development. Regardless, ever shall I endure to work on this game until it is remade, reworked, and released properly as I envisioned it.
There is however a unforeseen plus side to this as it has given me the opportunity to rethink how certain systems are handled and to optimize code and such - which has already shown some positive results. :)
The rebuild is already in its working stages and is almost looking like it did before... with a few visual enhancements. ;)
One of the things I have noticed is that though there already is quite a bit to this game not many get to see it due to the pure randomness of the game, the similarity of some of the levels, and its innate labyrinthine nature of the its style. So, I am going to be reworking each level to feature one major puzzle/obstacle, one major environment theme, and one major maze type - this last one probably only really makes sense when viewing each level while editing but I felt necessary to mention regardless.
As life has not exactly been accommodating towards my development schedule I do not have an ETA for the next release but I would like to say in about a month you all should see the rebuild. It took a LOT of patience just getting this thing back to the way it looked before so hopefully the added bits make up for that.
Things in the pipeline:
Hope you all get to see the fruits of my madness soon....
Stay sane! :D
11/08
The nav-system that creatures use seems to be totally scrapped. Going to have to rebuild this as well. Thankfully, this did not take long to implement to begin with.
1/07
Holiday season is over with and I am back to work. Nearly all my particle systems and materials were compromised. I am almost done repairing most of them but at least three crucial effects have been lost entirely. This will take a short bit to recreate. Something has gone wrong with the physics system (might have something to do with moving to a newer version of Unity) and this more than anything else will determine whether the next release will be sooner or later. I will update as soon as I have news to update with.
I am also considering a rework of the key system which will be explored soon.
For positive notes:
1/14
I was able to recover most of the original room configurations. The materials and objects in this configurations need fixing or replacing but this takes a quite a bit off of the "remake-from-scratch" list.
1/17
Physics system major issues have been rectified. The game itself is now back in full working order but with a few of the planned additions. Barring any other oversights or surprise inconveniences the new build will be coming soon.
2/13
Quick update:
Finished replacing the textures and materials that needed replacing. Created a new visual effect for one of the badies that makes them look creepy AF - though it may need some tweaking. Finished designing one of my new environments. Fixed a clipping bug with one of the scares. Fixed a bug where damage sounds wouldn't play. Removed a handful of unsalvageable levels. Just found out that my newer scares and levels from the last working build are all completely lost so I'm going to have to rebuild those.
3/23
5/23
So, my computer decided to go bluescreen... again. I have said it before and I will say it again, this game is actively trying to uncreate itself. I was able to get my computer operational again and thankfully no data was lost this time around - main files or backups. I am going to be launching an update within a week tops before something else "mysteriously" happens. It won't contain all my planned upgrades but considering the amount of time I spent fighting against technology, rebuilding the game, and even adding more on top of that I would think this will be a decent update. I will finish this game no matter how long it takes....
Updates I was able to manage before the bluescreen:
To date there are essentially 4 main level-types, each with varying sub-types, that utilizes anywhere from 20 to far over 100 room-types, and each of those room-types having their own numerous sub-types/settings, of which each of these have their own object-spawn-randomness. I am almost tempted to run out the calculations just to see exactly how many permutations an average single level potentially has.
As it stands the game is playable from beginning to end (and according to Steam Stats some of you have even managed to beat it! Congrats!), but I want to add some degree of polish to this monster before I am ready to call it finished.
6/25
Something wicked this way comes... this weekend.
It has been a while since I have given an update so this is to address that. Yes, I am still working on this game. Life has gotten in the way in a not so subtle or avoidable way that has hindered all aspects of production. -However- I have been working on some side projects - one
It has been a while since I have given an update so this is to address that. Yes, I am still working on this game. Life has gotten in the way in a not so subtle or avoidable way that has hindered all aspects of production.
-However-
I have been working on some side projects - one of which has already been posted to Steam.
As for Ouroboros: Prelude, I have been working on level overhauls, reworking the randomization and generation algorithms, introducing and playing with the aesthetics, tweaking the controls, and so much more. It may be very likely that I end up rebuilding this game almost entirely from the ground up. This game has made a habit of trying to uncreate itself as I create it. It has a life of its own it seems. So, we shall see what an overhaul will produce.
Life made these updates rather delayed, but here it is. Changes in 0.9.5.0 Upgraded to new engine version. Scares added: 1 Obstacles added: 1 Room types added: 2 Level removed for repair and editing: 2 Added a new potential starting area. Fixed cave-ins not triggering properly. F
Life made these updates rather delayed, but here it is.
Changes in 0.9.5.0
There is much more I wish to add to this game but life is making it rather difficult. I'll try to add as much of the planned content on my list as I can. We shall see.
Have fun. Stay sane!
Changes in 0.9.4.9 Dust particles fixed. Room spawn placement fixed in one level. Pathing spawn fixed in one level. Mesh colliders for environment streamlined. All levels reinserted into build. Enjoy. Stay sane!
Changes in 0.9.4.9
Enjoy. Stay sane!
Upcoming Changes in 0.9.4.9 Dust particles fixed. Room spawn placement fixed in one level. Pathing spawn fixed in one level. Mesh colliders for environment streamlined. All levels reinserted into build.
Upcoming Changes in 0.9.4.9
So, I have a crazy big update for you all. Ouroboros: Prelude is in its 0.9.4 incarnation and with it comes a maze full of bugs fixes and additions. Changes in 0.9.4.0 New room types added: 2 New levels added: 5 New obstacles added: 3 Added a new trap. It's prickly. Added audio m
So, I have a crazy big update for you all. Ouroboros: Prelude is in its 0.9.4 incarnation and with it comes a maze full of bugs fixes and additions.
Changes in 0.9.4.0
Changes in 0.9.4.1
Changes in 0.9.4.2
Changes in 0.9.4.3
Changes in 0.9.4.4
Changes in 0.9.4.5
Changes in 0.9.4.6
Changes in 0.9.4.7
Changes in 0.9.4.8
I plan on tuning the spawn rates for everything again. It seems pretty hit or miss and though a lot of my game is based on randomization there are some things I want guaranteed. Though, items spawning doesn't seem to be much and an issue anymore.
I plan on added a few more rooms, obstacles, scares, levels, and of course, fixes soon. I plan on adding more specialized rooms and obstacles as well as progression to the level where once you proceed you can't backtrack. Still in the works.
And now I take a nice, long, and well deserved rest.
Until next time, stay sane!
So, I burned through a few more versions before this release. Changes in 0.9.3.3 Added glow to final puzzle objects and results. Changes in 0.9.3.4 Lowered glow effect on important items and collectibles. Removed a scare sound effect. Fixed final level audio dialogue. Fixed final
So, I burned through a few more versions before this release.
Changes in 0.9.3.3
Changes in 0.9.3.4
Changes in 0.9.3.5
Changes in 0.9.3.6
Changes in 0.9.3.7
Hope you all enjoy the changes and the fix to the lighting system!
Good luck, stay sane!
I am currently working on another update with a few tweaks to lighting and a few tweaks to the final level and final puzzle in the game. So, I know quite a few people have said that the game is too dark. I honestly could not say why when I bumped up the brightness more times than
I am currently working on another update with a few tweaks to lighting and a few tweaks to the final level and final puzzle in the game.
So, I know quite a few people have said that the game is too dark. I honestly could not say why when I bumped up the brightness more times than I had intended to. As from my end I could very easily see and play the game.
Today I found out that there is a sneaky little bug in the system that handles the lighting when you are not in any other light source. To put it shortly, something is causing the player's "darklight" to become too dark. This will be fixed as soon as find out what is causing this.
Until then,
Good luck, stay sane!
Quick update: Fixed pillar-pit-fall obstacle. It was way too difficult to survive. Made platforms wider. Fixed bug where going back to the Main Menu after dying or playing a game and attempting to play again would cause the game to break. Fixed chests so that they don't fall apar
Quick update:
Finally, the next update is ready for release. I had to contend with some spontaneous malfunctioning hardware, a persistent crashing problem, and due to compiling time it takes a very long time to test each iteration of the game to see if it is functioning as it should be. Update
Finally, the next update is ready for release. I had to contend with some spontaneous malfunctioning hardware, a persistent crashing problem, and due to compiling time it takes a very long time to test each iteration of the game to see if it is functioning as it should be.
Update List:
I started to add a little voice over work to the game. I did some for the trailer but making it for the game was a bit more of a challenge. Having my better quality microphone break did not help in this respect. It is not much, only a few lines to add to the foreboding, creepiness of the labyrinth.
I think I may have to increase the creature spawn rate. In an effort to make the game more survivable I might have decreased the spawn rate too much.
And now to look over it all for any more problems, balancing issues, glitches and cosmetic quirks that need fixing. After these things are covered I am going to start the port over to Mac and Linux. And after that... VR! Hopefully my computer can keep up with me this time around. :)
Good luck, stay sane!
Finally, the next update is ready for release. I had to contend with some spontaneous malfunctioning hardware, a persistent crashing problem, and due to compiling time it takes a very long time to test each iteration of the game to see if it is functioning as it should be. Update
Finally, the next update is ready for release. I had to contend with some spontaneous malfunctioning hardware, a persistent crashing problem, and due to compiling time it takes a very long time to test each iteration of the game to see if it is functioning as it should be.
Update List:
I started to add a little voice over work to the game. I did some for the trailer but making it for the game was a bit more of a challenge. Having my better quality microphone break did not help in this respect. It is not much, only a few lines to add to the foreboding, creepiness of the labyrinth.
I think I may have to increase the creature spawn rate. In an effort to make the game more survivable I might have decreased the spawn rate too much.
And now to look over it all for any more problems, balancing issues, glitches and cosmetic quirks that need fixing. After these things are covered I am going to start the port over to Mac and Linux. And after that... VR! Hopefully my computer can keep up with me this time around. :)
Good luck, stay sane!
So... what started as a minor update ended up becoming a major one with an overhaul in the code and physics departments. Update List: Created a physics manager to handle the multiple thousands of physics-enabled objects. This has greatly increased the frame rate of the game. Wate
So... what started as a minor update ended up becoming a major one with an overhaul in the code and physics departments.
Update List:
I was going to set this game up for full release this update however there are some cosmetic bugs I want to iron out before I do that. The perfectionist in me will not allow a release until these things are set right.
Good luck, stay sane!
P.S. I had a number of people ask me about VR, Mac, and Linux support. I covered VR support details in the previous post. Mac and Linux will be supported as soon as I have access to those systems for development. Seeming as I do not, I would have no way of debugging problems for them should bugs arise on those systems.
So... what started as a minor update ended up becoming a major one with an overhaul in the code and physics departments. Update List: Created a physics manager to handle the multiple thousands of physics-enabled objects. This has greatly increased the frame rate of the game. Wate
So... what started as a minor update ended up becoming a major one with an overhaul in the code and physics departments.
Update List:
I was going to set this game up for full release this update however there are some cosmetic bugs I want to iron out before I do that. The perfectionist in me will not allow a release until these things are set right.
Good luck, stay sane!
P.S. I had a number of people ask me about VR, Mac, and Linux support. I covered VR support details in the previous post. Mac and Linux will be supported as soon as I have access to those systems for development. Seeming as I do not, I would have no way of debugging problems for them should bugs arise on those systems.