Weekly Updates #80 - On The Radar

Published June 20, 2020
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Ho! Hello there! Welcome to your favourite Weekly Update blog! The monthly build is on its way. After a few unexpected bugs and a lot of vigorous testing, the game is finally stable enough for an exclusive release. It should launch today if not tomorrow. There are still some documents to write and other various things to set up but the game is ready.

These last few weeks have been mainly focused on launching the demo, so there aren't a whole lot of new things this week. However, there is one new thing, so let's get this post started!

Mini-map updates

So, the mini-map got quite the treatment this week. Admittedly, I've realized that some mini-map components didn't quite refactor well. In turn, the mini-map points were pretty bugged. After rolling up my sleeves I decided to finally fix them while adding some new features.

Players on the mini-map

First up, the player is now marked on the mini-map.

It's only a simple triangle as of yet, but this goes a long way to put the mini-map into perspective.

Technically players were always at the center of the mini-map but adding a simple shape changes everything... It's surprising how impactful a simple triangle can be. An easy thing to fix, but essential nevertheless.

Enemies in the mini-map

Next, enemies are now marked on the mini-map.

Every enemy is now marked on the mini-map. Thus no more searching around for that pesky hidden enemy: they're all on your map.

This makes clearing rooms much easier. Quite the game-changer!

Mini-map points updates

Finally, I've fixed the mini-map points. There were a lot of refactors lately, and unfortunately, some breakage is bound to happen. These points had two different graphical components applied to them. Unity didn't know which one to use, thus they didn't render properly. An easy fix, though: just remove the old one.

But I've noticed that they also didn't update their colours at all. Fixing this made them much more visually appealing. This also inspired me to change their colour according to what they represented.

I've also decided to change how the relic list was displayed on the pause window. Previously each relic was displayed using a standard colour. Now they're instead displayed in their respective colour.

Minor Updates

  • Fixed a bug with boss slashes not hurting the player
  • Fixed bugs with the boss health bar
  • Fixed a bug where key card doors would spawn in the wrong orientation
  • Fixed a bug where key card locked rooms would open earlier than expected
  • Fixed a bug where the starting activated item would not display on the screen
  • Fixed a bug where some bumpers would not be placed properly
  • Fixed a bug where choosing the gunner character would soft-lock on the splash screen
  • Fixed a bug where the field of view angle and mouse sensitivity would be set to zero on the first load
  • Fixed a bug where the game would soft-lock on the splash screen when playing with low-end graphical settings
  • Fixed a bug where players would not be paralyzed

Next week

So now that the monthly build is done, I'm decided to focus on finishing the jungle challenges. I'm also on the constant lookout for bugs and maybe some balancing too.

After that's done, well, there might be some playable demo coming in the next few months... So don't forget to keep yourself updated!

With that, see you next week!

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