Fairly minor update this time. I've been working on the character model a bit, but there's no change to the version in the main game yet (other than I think I've made the old character model more shiny by accident, and it's too late to correct now...). I've also taken a break from the art to do some actual programming for the first time in several weeks, so I've done some more work on the revised movement system.
Also, there's now a reset controls button in the edit controls menu, which I suggest you use if you've owned the game for a while and seem to be missing any of the new controls (such as the melee kick, which should be bound to shift).
ADDITIONS:
- Art overhaul progress:
These are the things I've added to or changed in Factory this week:
- Wires glow. This is just a quick experiment to make them more prominent. Let me know what you think.
- The floor lights are now green-blue (or a kind of sky blue), rather than the deep blue they were before. I've been thinking about and investigating colour theory more, and I think this change might produce a more pleasing colour scheme. That is pure red, green-blue and yellow-green. I personally think this is an improvement, do let me know what you think though.
- I've added a button to reset your controls to default, available in the edit controls menu. I've discovered that newly added controls won't show up if there was an old control that had been set to the same keybinding as the new one. You may find therefore that you have to reset your controls to access a new control, such as the melee kick from several months ago. A few people already had something set to use SHIFT when it was added, so it did not show up in the menu, and wasn't triggered with SHIFT either.
CHANGES:
- I've been working on making the floor movement system more robust. I particular, it should work better with stairs now, such as on Ex3mx's "Elevators". Also, it should work better with slopes in some respects.
- Replaced the slopes on Temple with steps, to test the above.
- The magnetic force now affects the character's pelvis (or center or mass), as well as the feet. This will result in a substantial change to the "feel" of being pulled to the floor by the magnets. Previously, since it just affected the feet, the avatar's feet would swing under them before any significant motion of the center of mass occurred, which could feel quite unresponsive. It should feel more like conventional gravity now. Do please let me know what you think of this change, since I'm considering incorporating it into the avatar's design (a magnet belt), if it's well liked.
- Increased Jump velocity to 800 from 600, to compensate for the increased speed of return to the floor. Possibly it's too fast for dodge jumps now, this will need testing.
- Changed the button colors in the main menu again, to reflect the new color scheme.
BUGFIXES:
- I've eliminated one cause of falling out the map on Factory. I suspect there are several separate issues causing this. The one that's gone is the the one that was triggered by pressing against the wall in certain places.