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Dev Blog #3 - "Oops"

Hey everyone!

We were hoping to have the new patch that we talked about in Dev Blog #2, available for everyone this week. Unfortunately, we forgot to check on our dev server, and hit an issue where we ran out of space for commits. Oops. Being unable to share files between us, this set us back two or three days while the server was getting a big makeover to free up space. Ontop of that, this patch would be bring a full remake of the backend code, meaning there was a lot of bugs. Some of which, we thought we had nailed down and fixed, but didn't. Oops. This setback pushed the patch launch back just enough that it won't be happening this week, most likely. Starting Weds, we'll be starting to make our way up to Boston to PAX East. Obviously, we can't really work on the game while there, so the patch will come after that. Also, because of this trip, Dev Blog #4 will be delayed.

That all being said, I thought I'd give a bit of an update on whats been done, and a bit more depth on whats included and where we're going.

The controllers: The controllers are now smoothed out. They are still 1:1 motion, but now they're smoothed, so it's less jolty and easier to hit targets at longer distances. Like, it's a LOT easier. Some people have approached me on reddit asking if this is permanent. It's permanent as a feature, but it may not be your only option. One of the upcoming patches will include a new proper intractable menu where you can adjust multiple parts of the game, choose levels and more. We may be able to include the option to toggle this on or off in the new options. We'll touch on that more, later.

The backend code: The game runs a lot smoother now with this code. Noah's done a fantastic job on turning my spaghetti Blueprint code into proper, stable, solid C++ code. With this new code backend, we're able to add new mechanics, features and functionality to the game far more easier than the old backend. You'll also notice the colors of the receivers and lasers are different. If you feel they are worse than originally, let us know.

Visuals:Visually, the game is a bit more receptive. When you successfully connect a beam to its receiver, the receiver now glows brighter than it did before, along with the previous sparking animation. Beams additionally wont judder or shift when theres a dropped frame, or you turn your head too much.

Co-Op puzzles: We've begun the process of looking into what will be needed for LRT4 Co-Op.

Oh, Did I say that out loud? Oops.

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