Full notes
Full Bay: Zero update
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Repeated intro
Hello! Due to burnout from working on the game, I've taken a break. This update features many QOL updates that make the game far more playable.
What changed
- Gameplay
- UI and audio
-Made some slight changes to movement system so its is a little more static feeling
-Working on optimizing new levels
-Made some indications for exits for certain levels
-Next large update(e.g. 0.1, 0.2) planned to be the update that gets the game ready to be played.
-Objective UI added
-NEW sword based enemy.
DETAILS
-The new movement system allows the player to(once they touch the ground) keep moving by holding a WASD key, or stop almost instantly. This change took most of the time to do because I had to look through the movement again.
-In the newer levels such as level 11, I have tried to optimize it as far as possible while still giving a sense of scale. Since then I've made it to the point where it will run well on the phone pixel 6a(Tensor chip) and a steam deck(GTX 1050 equivalent).
-A common problem while playtesting was that people didn't know how to identify the exit. Exits will now clearly be marked with text, or an indicator later on. (NOT FINISHED
-A new UI has been added on the left side of the screen that shows what and where you have to do to beat the current level, whether it is finding an exit or destroying an enemy. This was also added due to the lack of a mission found at first glance. (NOT FINISHED)
Thank you for supporting my game! (if you can please help with ideas and feedback)
Source
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