Jump to content
  • Advertisement
Sign in to follow this  
  • entries
    18
  • comments
    30
  • views
    14859

Project: Uagi-Saba

Uagi Saba Dev Log/Patch Notes (1.0.1.3)

Undergroundies

962 views

2142617157_UagiSteamCapsuleMain.png.00b3165209d72cdc690f666ff9ba8a5d.png

 

UG here with another blog entry/patch notes post! It is indeed an exciting time, we have less than a month left till we release onto Steam. Uagi-Saba the newest in creature breeding and genetics officially releases into Early Access August 1st 2018. 

Uagi-Saba On Steam

 

(Edit 7/10/2018) New hot fix lists have been added at the bottom, a total of four hot fix patches have been made since the 1.0.1.3 build went live. We are now officially on build 1.0.1.7 and pretty stable. Thanks to all of the beta testers for your help. 

 

 

This is a big patch with a bunch of new content and fixes, some areas have had some big improvements. I will go over some of the bigger changes and the rest can be found in the patch list at the bottom.

Three new room types and two new modules have been added to the game. The Gen Room (brings in large amounts of energy) and the Mushroom Farm (large scale mushroom grow operation). The Shrine module (generates lore) and the A.S.D.S. (automatically feeds and waters your mystics).

The Wild Mystic Room is a new room that has a chance to appear after you have charged enough empty rooms. When it appears it will automatically spawn a special egg, if you are able to hatch it you will spawn a wild mystic! Wild mystics have access to very rare genes, genes that are only available to them. Breed a wild mystic with one of your own to bring these rare genes into your pool.

The mutation system has been completely re-worked with the new Wild Mystic Room in mind. Default mystics will have access to most of the basic body part genes.  More genes will become available through mutations based on how many generations the mystic has gone through.

The speech system has been drastically improved, a variety of new phrases and words have been added. 40 plus words, and many phrases related to hunger, thirst, loneliness etc.

The camera can now be moved by clicking the edges of the screen, this is still a little buggy.

Some rooms, entities and modules now have a new Synergy mechanic. Some examples… Placing essence generators close to each or will bring bonuses to energy harvest. Lore keepers close to a study will bring in extra lore. This is still a new mechanic and I plan to add other bonuses soon.

I have completely re-designed most of the mystic lower arms, they have a new “naked” look which I think will leave the door open to some interesting new skin patterns and colors in the future.

 

1145855692_AdultMysticGifone.gif.4db0a311749cf5295ce3d2a591d1f2a9.gif

 

Things I know of that have yet to be added…

-A pause function.

-Smooth zoom.

-Alarms for dig sites.

-Lore books are now out of date and need to be revised.

-The gene pool and achievements buttons in the HUB screen cannot be pressed, these will be implemented soon.

 

mushrooms of sanctuary GIF 1

The rough patch note list is below, some things already covered above are also on the list.

 

Patch Note List     1.0.1.3     7/2/2018

-Added synergy mechanic for the essence gen and essence extractor, the closer they are to similar modules or rooms the more resources they will generate.

-Added synergy for lore keepers, lore keepers close to studies will generate slightly more lore.

-Bond must now be high enough to interact.

-Added a variety of colorful crystal props.

-Intelligence needs to be high enough to interact.

-Added intro story screen with story, player can click through text to skip.

-Added two new modules, the ASDS and the small shrine.

-Added two new room types, the mushroom farm and the generator room.

-Added new words for mystics to learn, total of 40 words.

-Added new creature speech responses.

-Added new Mystic body parts.

-Fixed bug where player could not charge nearby rooms after new rooms were built or charged.

-Fixed problem with water pump building anywhere regardless of water source being close enough.

-Fixed problem where bond meter would increase after pressing the interact button, now it only increases if the mystic successfully learns the word.

-Fixed problems with build button “locked” text and “not enough resources” text not appearing or causing crash.

-The gen table now includes a color mutations stat and a body mutations stat. If your mystic has a mutation through breeding it will show up here as an increase.

 

Hot Fixes 1      1.0.1.4       7/3/2018

-Added middle mouse cam drag, this is just a test. Still very sensitive and is based on mouse sensitivity . (Edit) This has been fixed, with help from a few of our UG fams we now have a very smooth cam drag. Removed old cam movement buttons from screen edges.

-Fixed bug where giant arrow button would appear when a ferm tank would be recycled.

-Player will now be refunded half of what they paid for modules when a room Is renovated.

-Fixed problem where certain objects would give the player guardian rating points if they were destroyed during room renovations.

-Fixed problem with mushroom spore visibility.

-Fixed problem with the disappearing furnace.

-Added an object that controls the deactivation of certain objects outside of the view, hopefully this helps with some of the frame rate issues.

 -Fixed problem where crystals, the a.s.d.s module and shrine module wouldn’t disappear when a room was renovated.

 

Hot Fixes 2      1.0.1.5        7/5/2018

-Player can now properly zoom in and out while moving.

-Fixed problem with build menu buttons being  destroyed or were not following view correctly.

-Fixed problem where camera would keep moving if a movement key was pressed while pressing the escape key to open pause menu.

-Fixed problem where dwelling room would appear larger than other rooms when fully zoomed out playing in 1600 resolution.

-Fixed problem where room sprites would overlap while fully zoomed out playing in 1600 resolution.

-Fixed problem where charge button would show up above over main pause menu.

-Fixed problem where mushrooms and mushroom spores would not destroy if a mushroom garden was recycled.

 

Hot Fixes 3     1.0.1.6     7/8/2018

-Fixed problem with mushroom gardens creating two mushrooms.

-Fixed problem where recycling a furnace would leave it’s button behind.

-Fixed problem where player would have to click gen table twice to get it to register. Fixed problems with player being stuck on gen table screen and not being able to move cam.

-Fixed problem where on of the furnace spites was causing extreme lag.

-Fixed problem where player clicking the mystic name card would create multiple mystic text object.

-Fixed problem with player being able to drag camera while in the mystic/inhab hud screens.

-Fixed problem with tut button not disappearing when pressing escape in the HUB screen.

-Drag speed for camera is now faster when fully zoomed out in mini map mode.

-Fixed typos in tut start.

-Fixed problem where “cannot breed” text would appear if right clicking near baby mystic.

-Completely re-worked the ini file system. Options like windowed mode and sound volume will now save correctly and when player loads back in later they will be the same as the player left them on exit.

-Fixed problem with game crashing when player tried to load a game if save file does not exist.

-Fixed problem with sound volume being much loader when a game was loaded.

-Pressing the escape key during the story screen skips to the title screen.

 

Hot Fixes 4     1.0.1.7    7/10/2018

-There were still problems with sound volume loading incorrectly, fixed this.

-Added windowed/fullscreen buttons to the in-game options screen.

-Fixed problem with smog vent cost text drawing at the incorrect position while in 1600 resolution.

-Fixed problem where player could click on charge button while in mini map view.

-Fixed problem where player could click on inhab with mini map open.

-All in game menu screens now destroy accordingly using middle mouse, movement keys or mouse wheel.

-Fixed problem where player could still click on build nodes while in the main in-game menu.

 

 

Now that we are through that here is some more useful info/social media etc. 

The beta testers will be receiving their keys today fore the next round of testing. Keys for streamers, you tubers and other media coverage will be given out July 20th. If interested please get in contact with me.   

I live stream development of Uagi daily on Twitch, feel free to drop by if you are interested.  

UG's Home Base

UG On Twitch

UG On Twitter 

 

12203361_babymysticgif1.gif.0e26494f96c055869f2d60e4cf14c620.gif

 



0 Comments


Recommended Comments

There are no comments to display.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Advertisement
  • Advertisement
  • Blog Entries

  • Similar Content

    • By mtjscott
      Hey, so i've created a disk in unity (2D mobile) that will be shot forward if you drag it back and the further you drag it from the start point the more force will be applied to the impulse similar to the 8ball pool drag to shoot mechanic on miniclip. However, when I applied a script that allows the main camera to follow the ball it broke the mechanic since the balls position is calculated through the camera in world space. So I created a bool that locks the camera in place until the ball is released so the calculation would happen before the camera starts to move. This works however the ball now rubber bands back and forwards close to the start position.
       
      If anything needs more explaining then i'd be glad to do so. I've only been coding for about a week so you'll have to bare with me. Any help is appreciated. Thank you very much.
       
      Here's What happens:
      https://gyazo.com/f211e50f32ac59437a93dad7295a14be
      (screencap gif of the game viewer)
       
      Here is the shoot script:
      using System.Collections; using System.Collections.Generic; using UnityEngine; public class Shoot : MonoBehaviour { [SerializeField] GameObject Disc; [SerializeField] float multiplier; Vector3 initPos; private Rigidbody2D rb; public static bool ballIsReleased = false; bool recordingDistanceDragged = false; private void Start() { rb = gameObject.GetComponent<Rigidbody2D>(); initPos = transform.position; } void OnMouseDrag() { recordingDistanceDragged = true; if(recordingDistanceDragged == true) { transform.position = Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, 10)); } else { transform.position = initPos; } } void OnMouseUp() { ballIsReleased = true; } private void FixedUpdate() { if(ballIsReleased == true) { rb.AddForce((initPos - transform.position) * multiplier, ForceMode2D.Impulse); Debug.Log("ball is released"); recordingDistanceDragged = false; } else { ballIsReleased = false; } } }  
      Here is the camera follow script:
      using System.Collections; using System.Collections.Generic; using UnityEngine; public class CameraFollow : MonoBehaviour { private Vector2 velocity; public float smoothTimeY; public float smoothTimeX; public GameObject player; private void Start() { player = GameObject.FindGameObjectWithTag("Player"); } private void FixedUpdate() { if (Shoot.ballIsReleased == true) { Debug.Log("camera can move"); float posX = Mathf.SmoothDamp(transform.position.x, player.transform.position.x, ref velocity.x, smoothTimeX); float posY = Mathf.SmoothDamp(transform.position.y, player.transform.position.y, ref velocity.y, smoothTimeY); transform.position = new Vector3(posX, posY, transform.position.z); } } }  
    • By Nilmani Gautam
      Welcome everyone, this is the last video on section and end of our Terminal Hacker game. In this video we will learn to create random number. 
      And from our next section we will create 3d game 
      We will create CUBE RACE for our lesson.
       
    • By GameDev.net
      Does your code use one of the most popular graphics or compute APIs? Here is a map of Intel® processor series to each graphics generation to add to your dev docs.
      Developer Documents for Intel® Processor Graphics
      Intel® processor graphics provide the graphics, compute, media, and display for many of our processors including the 6th gen Intel® Core™ processors. Does your code use one of the popular graphics or compute APIs? Do you want a deeper understanding of our graphics hardware architecture? In the table, you’ll find the right documents to help you write and tune your software so it runs great on Intel processor graphics.
      If you’re developing compute applications, the compute architecture guides give foundational reading and the OpenCL™ optimization guides show you how to optimize. If your code uses the graphics APIs, read the graphics dev guides or programmers reference manuals.
      Read more
    • By sosnol_gaming
      The massively popular memes "Bongo Cat" has been made into a smartphone game!
       
      Welcome to Bongo Cat DUELS! Wild West is waiting for you. Fight vicious enemies, upgrade cat skills and buy new guns.
       
      FEATURES:
       
      -Participate in duels;

      -Get money and experience for winning;
       
      -Open new duels;

      Google Play:
      https://play.google.com/store/apps/details?id=com.IceSky.bongo_cat_duels
      Youtube:
       
    • By Sultown
      Good evening.
      Before I get to my question, I'd like to clarify that this is in a 2D (2.5D) view with pixel graphics. While making mockups, a question on map design came to me. If I were to draw an entire section of a map, including stairs, buildings, etc. would I be able to set constraints so that a character could move realistically on one asset (the room, I guess), Instead of having to place each and every tile for every corner, or variation in design, or every stair?
      I feel like this would be much easier when it comes to very intricate room designs that would be much cleaner and aesthetically pleasing if I could just put wall barriers (native to my engine) where the player can not go.
      Let me know if this needs clarification or if this is in the wrong subforum.
      Thanks.
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!