Weekly Changelog: v0.113
Happy holidays to all of you!
In addition to all the work being done behind the scenes on the upcoming Early Access launch, here are this week's demo improvements and fixes:
-Increased the underwater visibility range (this really improved the underwater feeling!)
-Added footstep sounds when the player is walking in the water but is not underwater (this sound was long overdue haha)
-Made the autosave area larger and more visible in the save/load menu
-Improved the default gamepad key assignment mapping
-Added the "≡" symbol in the key assignment menu for the gamepad instead of using text to describe this key
-Improved the game logo in the start menu
-Improved the developer message in the pause menu
-Added colliders inside the starting island bushes
-Added a sound when the player walks through the bushes
-Added a script to prevent skipping years in the intro text if the player is lagging (as many things are being loaded behind the scenes at that time)
-Improved the intro text fadeout transition
-Improved the visual size of the FAQ/Roadmap window
-Added a shadow outline to all menu name texts
-Made sure all popups are correctly reset on player death
-Improved the copper ore model visuals
-Reduced the music volume in the pause menu
-Made the inventory stats section a bit less cluttered
-Increased the base in-game audio volume to better match the volume of YouTube videos (this was the best reference I found). The global default volume was too low before.
-Added code protection to ensure that even if the player swim speed becomes much higher than land speed (as it can be greatly improved during the game), the transition from land to water speed remains gradual
-Made the Depth counter and Oxygen meters larger
-Removed the rest bar, as I am rethinking how rest/food should be handled in the game
-Bug fix: Prevented an additional footstep sound from playing when opening the inventory while using a gamepad
-Bug fix: Water depth was showing as 1m / 1ft in some situations when swimming at the surface. It's fixed now.
