Ok, so this week wasnt any less busy for Team Fugl, but we hope to be back to an early friday release next week! This is what we did this week:
- OpenGL stablility fixes on PC
- Fugl now runs on Mac integrated graphics
- Completely new ground movement, much more fluid and fun! No more getting stuck!
- New hover mechanic. Use left trigger to hover when speed is low.
- New field of view slider
- New distance to bird slider
- Classic mode (in graphics setting) to squeeze out some extra fps
- Fixed camera getting stuck
- Fixed avatar not morhing back
- Added option to ignore controllers
New fish avatars:
- Salmon
- Mahi-mahi
- Great white Shark
- Saw Shark
- Goblin Shark
- Thresher Shark
- Tiger Shark
- Hammer head Shark
- Bull Shark
- Bonnet head Shark
- Green Bass
- Brown Bass
The coming days we hope to hotfix a few remaining, but very irritating issues, like the sound stutters in some biomes. We're also working on Linux support, hopefully we'll have something to show in the coming week.
Biggest thing next week is the start of a complete overhaul of the level structure. We're putting the endless mode on the backburner, and instead focus on discrete levels of various sizes. We'll have many level slots so we can switch out levels for people who can't run the terrain generation themselves. This will also make the level editor much easier to understand, as what you see is what you'll get.
We also hope to get started on a new morphing mechanic, where right shoulder button morph towards a close by animal, and left shoulder button morphs backwards in time (to undo changes).
As always, please let us know in the comments how we're doing and what you'e missing!
Cheers,
Johan
Team Fugl
