What changed
1 fix1 addition4 changes0 removals
- Performance
- Fixes
- UI and audio
- Gameplay
fixedFull-screen Fix FixedSo in my haste to provide a work-around for the problem with different monitors not able to work in full-screen mode, I accidentally broke the game yesterday. The accident was simple. In order to get the full-screen thing working, you need to use the "Custom Path" option (I am working on why this is happening). Well, I was testing out the solution and I changed the "Custom Path" to point at a folder on my hard drive, then I accidentally uploaded the game with that custom path included! So the game was looking for a folder on my hard drive, on your computer, and it would crash. My bad! So this has been resolved in the latest default build. It should work for players using the default path as well as those who need to use the custom path, as long as they follow the instructions carefully: [dynamiclink href=" https://store.steampowered.com/news/app/3998510/view/500599386552664221 "]
changedFull-screen Fix FixedSo now I am working on figuring out why this is all happening to begin with. As rocky as this demo version has been, it really helped hone in on a fundamental flaw in the game's design. So, I should be able to address it, and get back to making the game. Thanks for all your feedback and critiques. I appreciate that this can be frustrating for people.
changedMouse IssuesThe game is small, and the screen is scaled to fill your monitor. With this comes mouse issues. I wrote a script that slows it down based on how much the game window is scaled, but for some people this results in a very weird, "floaty" mouse. There is another option in the settings called "Windows Mouse" which will allow you to adjust the mouse speed via the Windows mouse controls. This will set the mouse speed to whatever your current Widows mouse is set to, and allow you to adjust it directly in the options menu.
changedMouse IssuesIn the previous game, Cyclopean: The Great Abyss, this Windows mouse seemed to work for most people who experienced the problem. I am ready to continue working on it, and have a few ideas on how to do that, including the idea of ditching the screen scaling thing completely. I like the look of it, but I may have to choose stability and ease of use over aesthetics. We will see.
addedGameplayCyclopean II: The Dreamlands is very much an open ended experience. There is currently no overarching narrative or quest to follow, but it allows you to find your own way and explore the things you are interested in pursuing. The demo is very limited in how this plays out though, so I appreciate that it might not be very obvious to new players.
changedGameplayI am still not sure if I will do an Early Access phase, as I did with the previous game. Initially I did not think I would need one, since the basic gameplay is already established. But seeing that it is a much bigger game, I am reconsidering this idea. It would be good to get as much testing and feedback as possible before calling this game finished.
Cyclopean II: The Dreamlands changes
fixedSo in my haste to provide a work-around for the problem with different monitors not able to work in full-screen mode, I accidentally broke the game yesterday. The accident was simple. In order to get the full-screen thing working, you need to use the "Custom Path" option (I am working on why this is happening). Well, I was testing out the solution and I changed the "Custom Path" to point at a folder on my hard drive, then I accidentally uploaded the game with that custom path included! So the game was looking for a folder on my hard drive, on your computer, and it would crash. My bad! So this has been resolved in the latest default build. It should work for players using the default path as well as those who need to use the custom path, as long as they follow the instructions carefully: [dynamiclink href=" https://store.steampowered.com/news/app/3998510/view/500599386552664221 "]
changedSo now I am working on figuring out why this is all happening to begin with. As rocky as this demo version has been, it really helped hone in on a fundamental flaw in the game's design. So, I should be able to address it, and get back to making the game. Thanks for all your feedback and critiques. I appreciate that this can be frustrating for people.
changedThe game is small, and the screen is scaled to fill your monitor. With this comes mouse issues. I wrote a script that slows it down based on how much the game window is scaled, but for some people this results in a very weird, "floaty" mouse. There is another option in the settings called "Windows Mouse" which will allow you to adjust the mouse speed via the Windows mouse controls. This will set the mouse speed to whatever your current Widows mouse is set to, and allow you to adjust it directly in the options menu.
changedIn the previous game, Cyclopean: The Great Abyss, this Windows mouse seemed to work for most people who experienced the problem. I am ready to continue working on it, and have a few ideas on how to do that, including the idea of ditching the screen scaling thing completely. I like the look of it, but I may have to choose stability and ease of use over aesthetics. We will see.
addedCyclopean II: The Dreamlands is very much an open ended experience. There is currently no overarching narrative or quest to follow, but it allows you to find your own way and explore the things you are interested in pursuing. The demo is very limited in how this plays out though, so I appreciate that it might not be very obvious to new players.
Full-screen Fix Fixed
So in my haste to provide a work-around for the problem with different monitors not able to work in full-screen mode, I accidentally broke the game yesterday. The accident was simple. In order to get the full-screen thing working, you need to use the "Custom Path" option (I am working on why this is happening). Well, I was testing out the solution and I changed the "Custom Path" to point at a folder on my hard drive, then I accidentally uploaded the game with that custom path included! So the game was looking for a folder on my hard drive, on your computer, and it would crash. My bad! So this has been resolved in the latest default build. It should work for players using the default path as well as those who need to use the custom path, as long as they follow the instructions carefully: [dynamiclink href="https://store.steampowered.com/news/app/3998510/view/500599386552664221"]
So now I am working on figuring out why this is all happening to begin with. As rocky as this demo version has been, it really helped hone in on a fundamental flaw in the game's design. So, I should be able to address it, and get back to making the game. Thanks for all your feedback and critiques. I appreciate that this can be frustrating for people.
Mouse Issues
The game is small, and the screen is scaled to fill your monitor. With this comes mouse issues. I wrote a script that slows it down based on how much the game window is scaled, but for some people this results in a very weird, "floaty" mouse. There is another option in the settings called "Windows Mouse" which will allow you to adjust the mouse speed via the Windows mouse controls. This will set the mouse speed to whatever your current Widows mouse is set to, and allow you to adjust it directly in the options menu.
In the previous game, Cyclopean: The Great Abyss, this Windows mouse seemed to work for most people who experienced the problem. I am ready to continue working on it, and have a few ideas on how to do that, including the idea of ditching the screen scaling thing completely. I like the look of it, but I may have to choose stability and ease of use over aesthetics. We will see.
If anyone is having mouse issues with the default setting and with the Windows Mouse, I recommend trying the free demo for Cyclopean: The Great Abyss. It will help a lot to know if the mouse issue exist in both games, or only in this one.
Gameplay
Cyclopean II: The Dreamlands is very much an open ended experience. There is currently no overarching narrative or quest to follow, but it allows you to find your own way and explore the things you are interested in pursuing. The demo is very limited in how this plays out though, so I appreciate that it might not be very obvious to new players.
I am still not sure if I will do an Early Access phase, as I did with the previous game. Initially I did not think I would need one, since the basic gameplay is already established. But seeing that it is a much bigger game, I am reconsidering this idea. It would be good to get as much testing and feedback as possible before calling this game finished.