Weekly Updates #89 - Delicious!

Published October 24, 2020
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Hello there! Welcome to this week's Weekly Update post! This week was nicely packed! I was able to work on balancing and resolving bugs, among other things. In terms of new features, there isn't a whole lot, to be honest. But anyway, let's get this party started!

A New Plant

This week, there's only one new thing. I've managed to fully model and texture a whole new plant. It's a specimen of Monstera Deliciosa. It's a tropical plant that has quite a unique appearance.

This plant (Nicknamed the "Swiss cheese plant") can grow very large, hence their "Monstera" genus. These can grow up to 20 meters high and also have 1 meter long leaves. It's quite the chunky plant!

This plant can also produce a tasty fruit that tastes like pineapples and bananas. I haven't tried it, but people say it tastes quite good.

In the game, the plant retrains some of its characteristics. It's still up to 2 meters in height and also got big leaves with defined cheese-like holes. Take a look!

Minor Updates

This week, there's quite a bit of minor updates. The main focus for this week was to re-balance and fix bugs discovered by my playtesters. Here's a full changelog list:

  • Tweaked stalactites:
    • Added crumble smokes for tipping stalactites;
  • Fixed bugs where stalactites would shake too violently to quicky;
  • Fixed timings with stalactites.
  • Finished adding localized texts;
    • There might be some lefts, so if any of my playtesters find any, please tell me so I can fix it!
  • Fixed a bug where bosses wouldn't die and would continue to fight;
    • Bosses are due for a comprehensive overall soon. It's on the schedule!
  • Fixed a bug where props would sometimes spawn on top of ethernet ports;
    • It seems hovering props are an ongoing issue. I'll eventually need to fix this once and for all.
  • Isolated view models and held items to a separate camera;
    • This way, weapons won't clip inside geometries anymore.
  • Buffed the sword character's base attack stat;
    • This way, sword characters are now viable,
    • It's primordial to get it right since it's the starting character.
  • Added trashed rest areas;
    • Rest areas used to keep their visuals and their labels even after being used;
    • Now both their visual and their text labels updates once the player uses a rest area.
  • Fixed a bug where some plants wouldn't get their wetness properly initialized;
  • Balanced most of the game's prices;
  • Nerfed the luck algorithm;
    • Hopefully, this will be enough. Otherwise, it's nerfing time!
  • Tweaked the mall alarm falloff curves;
    • Players used to hear malls alarms from pretty much any distance.
    • Now at a certain distance, they'll start to fade off and eventually be muted.
  • Fixed a bug where selected items wouldn't clear properly

Next Week

I'm planning to publish this month's Monthly Build today, so I'll be listening for my patron's feedback as always. Otherwise, I'll be working hard on polishing challenges and fixing bugs. Hopefully, the public demo will be available for November, if not before. And that's about it for this week! I hope you'll have a great week ahead and see you next week!

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