B0.7.0 More Health, Bug fixes and a Main Menu Overhaul!
Returning It's been awhile since I've posted but in return, I've also fixed more issues with the game than I ever thought I could.
Full notes
Full Darkness and a Crowd update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
1 fix2 additions2 changes0 removals
Compatibility
Gameplay
UI and audio
Balance
changedReturningIt's been awhile since I've posted but in return, I've also fixed more issues with the game than I ever thought I could. The coming rest of the month should be very update packed as I continue to work on the finishing touches of the Beta and finish up the game. I'm now finally free of my responsibilities with only my weekends being taken up by Drivers Ed; meaning I can put aside much much MUCH more time to work on Darkness and a Crowd. I have a new idea of how I want the story driven aspects of the game to be done in order to get it finished on time. It’s definitely not going to be the game I wanted it to be. But since I’d have to rewrite the game to make it my way, I’m just going to save that for a later project. I’m only 16, I have plenty of time to test out different projects. The game now, will be much more linear with fewer side-quests to complete and no real home-base. It’s primarily going to be one map that just un-loads and loads different segments of the game as you continue, taking on bosses and fighting creatures. This way I can just continue to work on the map without dealing with algorithms for separate segments of levels and I can control lag between different areas much more conveniently. I’m still very proud with how everythings turned out and I think playing the game in its current state will kind of help show how the rest of the game will be. It’s quite satisfying to play with all of the bugs practically fixed. It’s all just sort of going to be repetitive now with missions and figuring out your purpose in this strange world. I feel like my next update should be the boss Hands if I get that far and a lot more lore as to what the world around you really is and what brought you here. Steam post image But that’s going to be probably a week from now. I’ll be playing around with how Hands should work, whether I want him to actually try and attack you or keep a pattern/animation in place. He won’t be a strong or powerful boss but It’ll still be fun. I also want to work on actually putting in place the levels system I was talking about previously, making certain places load and unload as you leave areas. Maybe even a pop up like when you defeat an enemy that goes “Location Discovered” and the name of the location below.
addedReturningI ALSO want to get in a new enemy but that might be thinking a little too far ahead. We’ll see how much of this actually gets done but I think I have a decent track record for getting the things done that I originally plan on. It just normally takes 10 times longer than originally planned. However with all of that out of the way. I think we should get onto what HAS been added to the game!
addedWhat's Up?The main menu has been FINALLY overhauled with many new options and setups ready to be tested including some resolution leniency, full screen options and in the near future some audio settings. I have the audio setup done and ready to be implemented but at the current moment I think it's just simply muted to prevent any complications. I also really need to start working on a pause menu fairly soon but since that is not implemented in quite yet there’s not much I can say. It should really just use what the main menu uses for a script and just pop up over the screen. Nothing difficult or impossible. At the current moment however, you will need to alt tab out of the game but this should be the last update you’ll have to do that in. If there are enough complaints however, I’ll update that sooner rather than later.
fixedWhat's Up?When it comes to updates towards bug fixes, I honestly can’t name all of them. It should be nearly impossible to get stuck in the ground or break the level itself. There are a ton of collectables to follow in-order to make sure you never get lost or too terribly confused and the missions themselves should have a lot of fixes with grammatical errors. Steam post image Enemies were also made a lot easier since I’ve been attempting to keep into account that this is still the very beginning of the game. I might weaken them even further in future updates but at the very least, Health has been fixed quite a bit giving you nearly double the amount of health as before. The updates pop up is now optional and only in the main menu itself so you don’t have to deal with it every time you open up the game. I remember when that got annoying! IE: every time I wanted to test a tiny part of the game and had to close out of the pop-up…
changedWhat was this Update?This Update primarily was just to fix up the main menu and polish any and all bugs there were prior, along with another chance to tell people “HEY! I’m still here!” I’m really excited to show off what there is to come and I know I say that a lot but this honestly has been a surreal experience and i do want to show the world what I’m capable of. I have thousands of other games ready to be published to the steam store as well, so many that I’m going to have free just to give back to the community a bit more for those loyally following my progress. ColorBust is more than likely going to be my next game up here, which although rage inducing, I think is fairly well polished. But again, this update was just to get back out there and warn you all of the continuation of updates that are to come and the end of this project is within sight! Thank you so so much in advance for making it this far and sticking with me. Yours truly, - Seth Albertus
Darkness and a Crowd changes
changedIt's been awhile since I've posted but in return, I've also fixed more issues with the game than I ever thought I could. The coming rest of the month should be very update packed as I continue to work on the finishing touches of the Beta and finish up the game. I'm now finally free of my responsibilities with only my weekends being taken up by Drivers Ed; meaning I can put aside much much MUCH more time to work on Darkness and a Crowd. I have a new idea of how I want the story driven aspects of the game to be done in order to get it finished on time. It’s definitely not going to be the game I wanted it to be. But since I’d have to rewrite the game to make it my way, I’m just going to save that for a later project. I’m only 16, I have plenty of time to test out different projects. The game now, will be much more linear with fewer side-quests to complete and no real home-base. It’s primarily going to be one map that just un-loads and loads different segments of the game as you continue, taking on bosses and fighting creatures. This way I can just continue to work on the map without dealing with algorithms for separate segments of levels and I can control lag between different areas much more conveniently. I’m still very proud with how everythings turned out and I think playing the game in its current state will kind of help show how the rest of the game will be. It’s quite satisfying to play with all of the bugs practically fixed. It’s all just sort of going to be repetitive now with missions and figuring out your purpose in this strange world. I feel like my next update should be the boss Hands if I get that far and a lot more lore as to what the world around you really is and what brought you here. Steam post image But that’s going to be probably a week from now. I’ll be playing around with how Hands should work, whether I want him to actually try and attack you or keep a pattern/animation in place. He won’t be a strong or powerful boss but It’ll still be fun. I also want to work on actually putting in place the levels system I was talking about previously, making certain places load and unload as you leave areas. Maybe even a pop up like when you defeat an enemy that goes “Location Discovered” and the name of the location below.
addedI ALSO want to get in a new enemy but that might be thinking a little too far ahead. We’ll see how much of this actually gets done but I think I have a decent track record for getting the things done that I originally plan on. It just normally takes 10 times longer than originally planned. However with all of that out of the way. I think we should get onto what HAS been added to the game!
addedThe main menu has been FINALLY overhauled with many new options and setups ready to be tested including some resolution leniency, full screen options and in the near future some audio settings. I have the audio setup done and ready to be implemented but at the current moment I think it's just simply muted to prevent any complications. I also really need to start working on a pause menu fairly soon but since that is not implemented in quite yet there’s not much I can say. It should really just use what the main menu uses for a script and just pop up over the screen. Nothing difficult or impossible. At the current moment however, you will need to alt tab out of the game but this should be the last update you’ll have to do that in. If there are enough complaints however, I’ll update that sooner rather than later.
fixedWhen it comes to updates towards bug fixes, I honestly can’t name all of them. It should be nearly impossible to get stuck in the ground or break the level itself. There are a ton of collectables to follow in-order to make sure you never get lost or too terribly confused and the missions themselves should have a lot of fixes with grammatical errors. Steam post image Enemies were also made a lot easier since I’ve been attempting to keep into account that this is still the very beginning of the game. I might weaken them even further in future updates but at the very least, Health has been fixed quite a bit giving you nearly double the amount of health as before. The updates pop up is now optional and only in the main menu itself so you don’t have to deal with it every time you open up the game. I remember when that got annoying! IE: every time I wanted to test a tiny part of the game and had to close out of the pop-up…
changedThis Update primarily was just to fix up the main menu and polish any and all bugs there were prior, along with another chance to tell people “HEY! I’m still here!” I’m really excited to show off what there is to come and I know I say that a lot but this honestly has been a surreal experience and i do want to show the world what I’m capable of. I have thousands of other games ready to be published to the steam store as well, so many that I’m going to have free just to give back to the community a bit more for those loyally following my progress. ColorBust is more than likely going to be my next game up here, which although rage inducing, I think is fairly well polished. But again, this update was just to get back out there and warn you all of the continuation of updates that are to come and the end of this project is within sight! Thank you so so much in advance for making it this far and sticking with me. Yours truly, - Seth Albertus
Returning
It's been awhile since I've posted but in return, I've also fixed more issues with the game than I ever thought I could. The coming rest of the month should be very update packed as I continue to work on the finishing touches of the Beta and finish up the game. I'm now finally free of my responsibilities with only my weekends being taken up by Drivers Ed; meaning I can put aside much much MUCH more time to work on Darkness and a Crowd. I have a new idea of how I want the story driven aspects of the game to be done in order to get it finished on time. It’s definitely not going to be the game I wanted it to be. But since I’d have to rewrite the game to make it my way, I’m just going to save that for a later project. I’m only 16, I have plenty of time to test out different projects. The game now, will be much more linear with fewer side-quests to complete and no real home-base. It’s primarily going to be one map that just un-loads and loads different segments of the game as you continue, taking on bosses and fighting creatures. This way I can just continue to work on the map without dealing with algorithms for separate segments of levels and I can control lag between different areas much more conveniently. I’m still very proud with how everythings turned out and I think playing the game in its current state will kind of help show how the rest of the game will be. It’s quite satisfying to play with all of the bugs practically fixed. It’s all just sort of going to be repetitive now with missions and figuring out your purpose in this strange world. I feel like my next update should be the boss Hands if I get that far and a lot more lore as to what the world around you really is and what brought you here. Steam post image But that’s going to be probably a week from now. I’ll be playing around with how Hands should work, whether I want him to actually try and attack you or keep a pattern/animation in place. He won’t be a strong or powerful boss but It’ll still be fun. I also want to work on actually putting in place the levels system I was talking about previously, making certain places load and unload as you leave areas. Maybe even a pop up like when you defeat an enemy that goes “Location Discovered” and the name of the location below.
I ALSO want to get in a new enemy but that might be thinking a little too far ahead. We’ll see how much of this actually gets done but I think I have a decent track record for getting the things done that I originally plan on. It just normally takes 10 times longer than originally planned. However with all of that out of the way. I think we should get onto what HAS been added to the game!
What's Up?
The main menu has been FINALLY overhauled with many new options and setups ready to be tested including some resolution leniency, full screen options and in the near future some audio settings. I have the audio setup done and ready to be implemented but at the current moment I think it's just simply muted to prevent any complications. I also really need to start working on a pause menu fairly soon but since that is not implemented in quite yet there’s not much I can say. It should really just use what the main menu uses for a script and just pop up over the screen. Nothing difficult or impossible. At the current moment however, you will need to alt tab out of the game but this should be the last update you’ll have to do that in. If there are enough complaints however, I’ll update that sooner rather than later.
When it comes to updates towards bug fixes, I honestly can’t name all of them. It should be nearly impossible to get stuck in the ground or break the level itself. There are a ton of collectables to follow in-order to make sure you never get lost or too terribly confused and the missions themselves should have a lot of fixes with grammatical errors. Steam post image Enemies were also made a lot easier since I’ve been attempting to keep into account that this is still the very beginning of the game. I might weaken them even further in future updates but at the very least, Health has been fixed quite a bit giving you nearly double the amount of health as before. The updates pop up is now optional and only in the main menu itself so you don’t have to deal with it every time you open up the game. I remember when that got annoying! IE: every time I wanted to test a tiny part of the game and had to close out of the pop-up…
What was this Update?
This Update primarily was just to fix up the main menu and polish any and all bugs there were prior, along with another chance to tell people “HEY! I’m still here!” I’m really excited to show off what there is to come and I know I say that a lot but this honestly has been a surreal experience and i do want to show the world what I’m capable of. I have thousands of other games ready to be published to the steam store as well, so many that I’m going to have free just to give back to the community a bit more for those loyally following my progress. ColorBust is more than likely going to be my next game up here, which although rage inducing, I think is fairly well polished. But again, this update was just to get back out there and warn you all of the continuation of updates that are to come and the end of this project is within sight! Thank you so so much in advance for making it this far and sticking with me. Yours truly, - Seth Albertus