Patch Notes: 0.14 "Pumice"
Here's a sneak peak at the tutorial level
version 0.14 - 06.14.2019
1. Working on the tutorial level. The map is not proc-gen and will have one extra-stupid pillbug that can't kill you (you cannot be killed at all in the tutorial scene), several urns, a chest, an obelisk, and the spawn shrine. Planning on introducing movement controls, combat, the grappling hook, and the Obelisk system. Not yet in the build version, but it's why this patch has taken longer to get out. Basically re-engineered a lot of our existing systems to work with non-proc gen levels, which will certainly come in handy down the road.
2. Fixed a bug with interaction indicators for chests. Knowing my luck, the bug is still around.
3. Fixed a bug where the proc-gen light system could not find something it needed.
4. Fixed a bug where Obelisks get stuck upright on instantiation.
5. Fixed a bug where mushroom lights are not assigned the correct intensity (see #12).
6. Fixed a bug where NPC healthbars were not being registered properly.
7. Added mouse scroll wheel adjustment of camera distance.
8. Fixed a bug where the player could still jump or dodge while ragdolled.
9. Fixed a bug where mushrooms were not generating on rocks.
10. Fixed a bug where the camera would not respond appropriately to certain large and medium boulders. The camera now properly moves to the nearest side of the obstacle when they obstruct view of the player (Boulders are not generally not fadeable).
11. Doubled the speeds for soft and hard impact animations (not rolling or splatting), and slightly increased the speed for ragdoll recovery.
12. Mushroom lights now pulse (subtly) along with the emission of the mushroom clusters. Similar colors will pulse together. May disable if it causes performance issues, but I don't notice a difference on my system. The lights are already there, and the pulsing is already there. All I did was properly assign the lights to the mushroom clusters.
13. Tightened up some animation transitions to be more responsive.
14. Made a new spawn shrine collider to prevent sticking on a tiny decorative lip on the floor that is just under the height threshold for my auto-stepping sensor to kick in.
15. Fixed a bug where the player would not be able to exit certain idle animations promptly due to unnecessary transition conditions.
16. Fixed a bug where the player could aim the grappling hook while ragdolling.
17. Fixed a bug where the player could recover from the ragdoll state while midair.
18. Fixed a bug where the ragdoll recovery HUD element was displayed as soon as the character went into the ragdoll state rather than when the conditions were met for recovery (short delay + close to ground + low velocity threshold)
19. Fixed a bug where the spin attack would sometimes not do any damage. I suspect it is still around, though. I suspect that an animation curve value is not blending properly.
20. Made changes to how the controller gets rotated during ragdoll. Eventually I'd like to have the player body properly oriented to the ragdoll direction.
21. Shortened the attack debounce time because it was truncating attack combos.
22. Made further adjustments to the smoothing of animation parameters for movement. Improved responsivity to turning and reduced some jitter that can occur when rapidly changing directions. This makes existing animation blending for running and sprinting in tight circles visible.
23. Fixed an issue where the some animation hashes for dying weren't being found properly, resulting in the player turning into a gormless statue upon death rather than a ragdoll. Might have been an editor hiccup, but now those hashes are pretty much set in stone (they also now use formatting consistent with my other animator hashes, so that's an added bonus).
24. Slightly reduced the bouncing corpse behavior for the player after death. Was always mystified why that was happening in the first place, since the ragdoll transition itself is exactly the same as that used when hitting a stalagmite at top speed while grappling. Turns out I had some animation flags set that baked the positions of the death animations. Now those flags are unchecked, and hopefully the player corpse doesn't launch into the air like some morbid skyrocket. And all this time I was thinking it was a collision related bug. Good thing I've been diving into the animator lately.
25. Updated my vector math utilities with some performance optimization options.
26. Made it so the initial player and camera rotation correspond to face through one of the gaps between the columns of the spawn shrine.
27. Added fade out transition between the black level loading screen and the subsequent level. In that time, the camera and player controls are locked (total time is 2s).
28. Fixed a bizarre issue where the camera controller lost track of the player rigidbody while midair/grappling. I don't know how that happened, because it worked fine up until now.
29. Fixed an issue where two audio-listeners would exist simultaneously when loading to the start menu from a game.
30. Fixed an issue where the camera wasn't being moved along with the player at the start of a level. Because the camera follows a target position relative to the player (with generous amounts of smoothing), on scene change the camera would start at the global origin and move quickly to try to follow that target position. As a result, the player could briefly see beyond the walls of the cave at startup. Fixed that issue and any jumpiness is concealed by the fade transition from #27.
31. Chests now spray their contents (e.g. coins) in front of them rather in a random direction, reducing the need to run around collecting coins all over the place.
32. Added a countdown to the portal! Now the portal can only be activated once the "sphere of doom" fully closes. This countdown and associated indicators are shown with a big shiny message that should be hard to miss. Also, now the obsidian dome on the portal glows brightly when active. Shortened the time required for the portal to open for very small maps to 20 seconds (down from 30s). Also generally tightened up the time requirements so small maps are properly timed.
33. Fixed a bug where the portal light was assigned a purple color by default.
34. Increased the range that enemy levels are set to from a max of dungeon level + 3 to dungeon level + 5.
35. Added a final wave that continuously spawns enemies once the portal countdown has begun. This wave gets more intense at deeper dungeon levels, but is limited by the number of spawn points in the map (scales with map size) and also limited by the existing cap on concurrent enemies (hard cap to prevent performance issues).
36. Made a significant change to the player so their physics & collisions are handled more accurately. To my dismay, physics bugs persisted even after cranking up my physics iterations to the max. Switching the player rigidbody from the default "discrete" to "continuous-dynamic" collisions seems to provide better results at a smaller performance cost. I haven't been able to smash through a wall with the new settings (yet), so that's progress I guess.
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Rite of Tephra
Explore dangerous caverns with your grappling hook!
Status | In development |
Author | PlatypusGames |
Genre | Adventure |
Tags | 3D, Action RPG, Dungeon Crawler, Exploration, Fantasy, Hack and Slash, Procedural Generation, Roguelike, Singleplayer, Third Person |
Languages | English |
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- update 0.19 is finally out!Nov 23, 2019
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- Patch Notes: 0.15 "Pumice" - Tutorial Level!Jun 19, 2019
- Patch Notes: v0.13 "Pumice"Jun 12, 2019
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- Patch Notes - 0.11 "Pumice"Jun 10, 2019
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