Weekly Update #23 - Bugfixing frenzy


Most of the time, I try to always do varied things every week. A little bit of modeling, a little bit of level design, a little bit of programming… Once in a while though, I’m so absorbed by what I’m doing that I end up doing nothing but that. This is one of those weeks, but it has been a really, really good one, because I spent it fixing bugs. Although these kinds of updates might not be the most interesting, because they’re usually a bit technical, I’m still really happy about it. Here’s the full list:

Content

  • Bugfix: The Turret enemy no longer gets stuck in the “spot” state upon switching characters when they’re far apart.
  • Bugifix: The Turret enemy now has maximum priority over other enemies, so they don’t run into each other anymore.
  • Bugfix: The Action Button icon now appears again at the bottom of the screen.
  • Bugfix: The collider of the “Gaiatheist Chapel” building in the first level now matches the model 100%.
  • Bugfix: Textual lipsync no longer conflicts with cutscene animations, and no longer causes flickering movements.
  • Bugfix: The springshrooms (bouncy mushrooms) now propel the player with a consistent force, and no longer feel like you’re walking on the moon (this bugfix is actually HUGE, you have no idea).
  • Maintenance: Updated all the canine animations for Hope.

Work in progress

It has been rough, but I’m all done!

Objectives for next update

  • Small feature: make the minimap setting (hidden or visible) persist.
  • Small feature: implement Music and SFX volume setting.
  • Implement swimming.
  • Start working on Phae’s music! This is exciting.
  • Keep working on Phae’s level design from time to time.
  • If I have the time, start working on “pullable ropes”: Letty will be able to carry rope ends.

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