Full notes
Full Chaos update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Maps
- UI and audio
- Gameplay
- Performance
- Balance
Chaos changes
This week:
i spent time playing through the entire cemetery area checking for environment issues (such as missing collision on trees, issues with terrain slope or places where a player can escape the intended play area, structure placements, etc.), enemy behaviors, and overall feel of the game play. In doing so, I noticed that at some point while modifying terrain I created other issues. For example, the location of the stairs to the sanctuary became hidden from the player beneath the terrain but has since been fixed.
Fixes and Notes:
Changes in the terrain required a new enemy path finding mesh to be baked as well.
Slight tweaks to enemy behavior should make them a bit more responsive.
Updated a few UI elements, such as the quick menu buttons and background, upgrade vendor buttons and background, and a few others.
Inventory fixes have been implemented to remove duplication of items, loss of items on transfers between inventory, equipment, and the storage box, and correct quantities being shown.
Interaction with items in the inventory has been changed as well. Clicking an item now presents the player with a popup menu with choices to use or drop the item, or cancel the interaction. This is more intuitive than the previous method of operation and is more clear to the player on how to interact with the inventory.
Lighting is continuing to be a bane to my existence and I can't seem to produce a result that I'm happy with (issues include the actual visual result, the total time it takes to bake, and memory usage). I'm looking into alternative solutions to better present the world.
Next week:
My goals for the final weeks before launch are to complete another play through of each area myself and help pick up on any bugs that may not be caught by the testers. I am also looking for areas that could use a little TLC as far as environment design. I am no artist, so input certainly helps from an outside perspectives.
Game balance (enemy health pools, damage outputs, currency collection, leveling rates, etc.) will be addressed in early September as well.
Near Future:
I am waiting for artwork so that I can include the intro and ending cutscenes in the build which will be the final additions to the game. At this point, no new features will be added prior to release unless significant issues require a massive modification.
Thank you to all who are testing the game for me - your feedback has been great and I look forward to hearing from you again soon!
Source
Changelog.gg summarizes and formats this update. How we read updates.
