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Version: v.0.28
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The continued feedback has been excellent, thank you everyone. I am now focusing back on the full game for a while, but any fixes that affect the entire game, or benefit the demo, will still be applied to the demo.
I want to focus on building the full game rather than only polishing the demo. Over time, the demo should continue to improve alongside development.
Please remember, if it makes it easier to test, on the main menu, pressing on the keyboard:
1 + LSHIFT starts after the home part, and just before the church
2 + LSHIFT starts after the church, where the chasing and main demo section begin
On with the fixes:
- Close Up / Inspection Views - When clicking an empty space, and then exiting the close-up view the player character MAY moonwalk across the map. This is now unfortunately fixed.
- Fixed a pixel rounding issue where standing in certain areas caused camera or objects to jitter, such as doors. This should now be resolved.
- Added camera smoothing to reduce abrupt snapping when entering areas like supply cupboards.
- If the mouse cursor was out of bounds on the left edge of the screen, clicking would not issue a walk command which was frustrating when trying to move left along a larger room. This now works correctly.
- Added a new quick-use upward-forward animation for Eloise. This is now used for actions like light switches, making interactions faster.
- Keycard item can now be used while the enemy is in the room. This is now left up to the player rather than being restricted.
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Known Issues (Please feel free to report more, not all feedback is listed here):
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Please remember, if it makes it easier to test, on the main menu, pressing on the keyboard:
1 + LSHIFT starts after the home part, and just before the church
2 + LSHIFT starts after the church, where the chasing and main demo section begin
- Needs more SFX hooking up. That will come in April, both in the demo and throughout the current game.
- Footsteps sound too heavy.
- When using mouse only, the input visual indicators will sometimes default to controller X.
- If you change room as he sees you for the first time, it can cause Greg to freeze when you're waiting for him in the lobby.
- Eloise can say the wrong line when Greg enters after she has seen the body, and Greg has not met Eloise yet.
- Greg dialogue is a bit naff. Will need a rewrite at some point.
- When using a mouse, the initial tutorial about how to use the radio says: "If not using mouse then press " " button". There was no button prompt. It was blank apart from a small circle in the middle of the text box. A similar issue was reported where the icon was very small. Might be the same issue.
- Enemy slides off the map if the door is keycard locked in the lobby when the player is escaping. Not stopping, or sometimes stops. Timing issue.
- Need to add VSync option.
- Greg, when being told to go to floor 1, could come to floor 2. I am not sure if this is a bug, or just due to the fact that if you do not tell Greg to hide, he currently comes back to you. Maybe he should wait where he is told until further instructed? At the moment he just returns to follow.
- A lot of different ones were mentioned in the Steam discussion. I need to copy them over to this at some point.
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Version: v.0.27
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Firstly, thank you all very much for the feedback, and kind words or constructive criticism. It's all valuable and has really helped map out an action plan for things to work on, to make not just the demo better but the fuller game. The feedback has been really welcome on Discord and the Steam discussion groups.
Now with the fixes:
- Implemented "proper" pathing into the game. This has completely replaced the previous way cursor and auto-walk input worked. This still needs some refinement that will come over time, but already mouse input feels much better, and we are in a nice place to build upon. I've tested it a lot and everything seems to behave the same in regard to using it and AI behaviour. I was a little worried I would need to rejig behaviour, but so far all looks good, or at least works as well as before, just with no getting stuck on things. This was a big risky change, so please let me know if you can somehow clip outside the walls or whatever. I know Greg currently can at the end of the game, but that's a different error.
- Fixed an issue where, when picking a non-pathable point, a "safe point" was not being returned. Now you can click a wall and it will path to the closest safe point within reason.
- There was an issue that I didn't realise was as bad as it was, but when being grabbed out of a hideable spot, supply closet etc, your character could under some circumstances become soft locked. This is now fixed.
- Major annoying bug where if you looked at or did something with a inventory item, and then a cinematic took over, the inventory would want to reopen at a convo ending. This caused characters to remain frozen while cameras panned, etc. This is now finally fixed.
- Fixed an issue where you disturb Greg, and if you then activate an inventory item, he will try to escort you downstairs, but instead of normally opening the door, the active item keeps trying to get used over and over.
- When using the mouse cursor and moving the cursor close to the bounds of the edges, it would snap to 0,0, which was frustrating. It no longer does that.
- Lowered the base footstep SFX audio slightly. A better audio pass is coming in April.
- Raised base music volume slightly.
