Weekly Update #40 - Bugfixes, again again


I’ve been missing a couple of updates the previous weeks. The reason is I’m currently in the middle of getting people to test Seed of Life, and then fixing bugs and improving level design based on feedback. This is why I don’t have a lot of new stuff to show you at the present time. But don’t worry, I am still very much active, and I’ll hopefully go back to implementing new features as soon as the testing is done.

Anyway, for these last weeks I have been fixing a lot of bugs, so get ready for a very long list of bugfixes. I did implement one new mechanic though. Here’s the full list:

Content

  • New feature: Climbing. Well, it’s not so much “climbing” as it is “hopping” really, but Hope can now cling to certain surfaces, and propel himself in any direction.
  • Bugfix: It’s no longer possible to get Letty stuck behind glass in the first level.
  • Bugfix: The cubes of the “bagua puzzle” are no longer stuck in the air when they reach their final position.
  • Bugfix: The blaster projectile fired by enemies is now destroyed when it hits another entity.
  • Bugfix: Attacking orbweavers underground no longer wake them up.
  • Bugfix: The SFXs related to The Seed have been remixed.
  • Bugfix: The music at the end of cutscene #6 no longer plays at the same time as the background music.
  • Bugfix: When Phaeries fly around, the wing buzz SFX now plays correctly.
  • Bugfix: When playing as Letty, if the camera changes position, it no longer reverts to Hope’s camera.
  • Bugfix: Letty now hovers around the correct position when Hope is pushing a block or tightrope-walking.
  • Bugfix: Minimap controls are no longer active in menus.
  • Bugfix: The tutorial for locking enemies now appears correctly.
  • Bugfix: Gameplay is no longer active during scripted events.
  • Bugfix: Map data is no longer visible when the player does not have the map of the region in their inventory.
  • Bugfix: Camera recentering is much faster.
  • Bugfix: The items in chests now have the correct rotation offset.
  • Bugfix: The targeting camera has been reworked entirely.
  • Bugfix: The textures at the entrances of caves in the first level are now correct.
  • Bugfix: Hope’s random animations no longer play during cutscenes.
  • Bugfix: When being on the back of the first boss, Hope can now be projected into the air if the boss moves too much.
  • Bugfix: The SFXs related to charm crystals now play correctly.
  • Bugfix: Switched to deferred rendering for GPU grass in the first level.
  • Bugfix: Fixed a couple of UVs for a couple of models.
  • Bugfix: The “slam shock” effect now causes damage again.
  • Bugfix: Letty can take damage again.

Work in progress

I’m still getting the game tested right now. I will be done by the end of the week, I’ll probably skip another update, and then everything will go back to normal.

Objectives for next update

  • Finish the testing of the game.
  • After that, go back to the second level’s design.

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