What changed
0 fixes2 additions2 changes0 removals
- Gameplay
- UI and audio
- Workshop
- Compatibility
addedAs of right now, sign-up's to get free access into playtesting for the game are now available. However here are a few details to keep in mind before signing up. I want to make sure everyone's as informed as possible as to what's going on here.
changedMusic and Sound FX Music and sound fx licenses are expensive, so bare in mind that as of now, there's a limited amount of music in-game. This WILL be expanded on, so don't fret if you're afraid the same exact song playing on repeat is getting annoying. As far as sound goes, there's a strong likelihood that throughout this playtest, almost all the sounds will (eventually) be replaced. That's not to say the current sounds are bad, per say... but they're a random assortment of placeholders fetched from... well, around and the arduous task of trying to track down each individual artist for proper credit is one I'd pay not to have to do. Literally.
changedWorkshop Functionality Because of the nature of the way Steam handle's playtesting, it's very likely the Workshop functionality might be a bit... funky at first. I promise to iron these issues out before too long though. Just something to keep in mind. Also the workshop for this version of the game might not be properly set-up, so we'll play that one by ear. ːsenpaiː
addedThe vast majority of the game is actually finished, with a few exceptions. | First, leaderboard functionality is still in a state of flux as there's a lot of work under the hood that will need to be evaluated and decisions made on how to handle this in the final release. Mainly because once the game is released, the hope is that I'll never need to do anything that would risk a leaderboard reset. So getting this down properly is very important. | Second, as of the time of writing this post, there are 10 sections (5 levels each) for a total of 50 levels. The final amount will ideally hit 100+ levels but we're keeping expectations reasonable here. The last thing I want to do is create repetitious levels with mechanics that overstay their welcome. I'd rather have a slightly shorter game with more unique and fun levels than an excessively long game with too much filler. | Third, there will almost certainly be bugs. Especially with sounds. As development progressed over such a long period of time, I've discovered better and more efficient ways of handling sound effects but alas, there's still a lot of legacy code operating a lot of sounds effects. These issues will solve themselves as everything is transitioned over to the new standard. | Finally, controller support is not ready for prime-time, but you're welcome to experiment. When originally developing the game, there was a major focus on the Steam Controller API and unfortunately that functionality was a tad too ambitious to try and pull off full-stop. I'm willing to revisit it at a later time, probably after release, but as of now, there's a weird hybrid of stuff that will and will not work properly with controller because a lot of the Steam Controller API hooks were removed and replaced with more traditional DirectInput methods.
Diamond changes
addedAs of right now, sign-up's to get free access into playtesting for the game are now available. However here are a few details to keep in mind before signing up. I want to make sure everyone's as informed as possible as to what's going on here.
changedMusic and Sound FX Music and sound fx licenses are expensive, so bare in mind that as of now, there's a limited amount of music in-game. This WILL be expanded on, so don't fret if you're afraid the same exact song playing on repeat is getting annoying. As far as sound goes, there's a strong likelihood that throughout this playtest, almost all the sounds will (eventually) be replaced. That's not to say the current sounds are bad, per say... but they're a random assortment of placeholders fetched from... well, around and the arduous task of trying to track down each individual artist for proper credit is one I'd pay not to have to do. Literally.
changedWorkshop Functionality Because of the nature of the way Steam handle's playtesting, it's very likely the Workshop functionality might be a bit... funky at first. I promise to iron these issues out before too long though. Just something to keep in mind. Also the workshop for this version of the game might not be properly set-up, so we'll play that one by ear. ːsenpaiː
addedThe vast majority of the game is actually finished, with a few exceptions. | First, leaderboard functionality is still in a state of flux as there's a lot of work under the hood that will need to be evaluated and decisions made on how to handle this in the final release. Mainly because once the game is released, the hope is that I'll never need to do anything that would risk a leaderboard reset. So getting this down properly is very important. | Second, as of the time of writing this post, there are 10 sections (5 levels each) for a total of 50 levels. The final amount will ideally hit 100+ levels but we're keeping expectations reasonable here. The last thing I want to do is create repetitious levels with mechanics that overstay their welcome. I'd rather have a slightly shorter game with more unique and fun levels than an excessively long game with too much filler. | Third, there will almost certainly be bugs. Especially with sounds. As development progressed over such a long period of time, I've discovered better and more efficient ways of handling sound effects but alas, there's still a lot of legacy code operating a lot of sounds effects. These issues will solve themselves as everything is transitioned over to the new standard. | Finally, controller support is not ready for prime-time, but you're welcome to experiment. When originally developing the game, there was a major focus on the Steam Controller API and unfortunately that functionality was a tad too ambitious to try and pull off full-stop. I'm willing to revisit it at a later time, probably after release, but as of now, there's a weird hybrid of stuff that will and will not work properly with controller because a lot of the Steam Controller API hooks were removed and replaced with more traditional DirectInput methods.
First and foremost, to those still keeping tabs on the game, thank you so much for your patience. You have absolutely no idea how much I appreciate it. To those seeing this game for the first time, welcome! It's going to be a wild ride, I assure you.
As of right now, sign-up's to get free access into playtesting for the game are now available. However here are a few details to keep in mind before signing up. I want to make sure everyone's as informed as possible as to what's going on here.
Music and Sound FX Music and sound fx licenses are expensive, so bare in mind that as of now, there's a limited amount of music in-game. This WILL be expanded on, so don't fret if you're afraid the same exact song playing on repeat is getting annoying. As far as sound goes, there's a strong likelihood that throughout this playtest, almost all the sounds will (eventually) be replaced. That's not to say the current sounds are bad, per say... but they're a random assortment of placeholders fetched from... well, around and the arduous task of trying to track down each individual artist for proper credit is one I'd pay not to have to do. Literally.
Workshop Functionality Because of the nature of the way Steam handle's playtesting, it's very likely the Workshop functionality might be a bit... funky at first. I promise to iron these issues out before too long though. Just something to keep in mind. Also the workshop for this version of the game might not be properly set-up, so we'll play that one by ear. ːsenpaiː
The vast majority of the game is actually finished, with a few exceptions. | First, leaderboard functionality is still in a state of flux as there's a lot of work under the hood that will need to be evaluated and decisions made on how to handle this in the final release. Mainly because once the game is released, the hope is that I'll never need to do anything that would risk a leaderboard reset. So getting this down properly is very important. | Second, as of the time of writing this post, there are 10 sections (5 levels each) for a total of 50 levels. The final amount will ideally hit 100+ levels but we're keeping expectations reasonable here. The last thing I want to do is create repetitious levels with mechanics that overstay their welcome. I'd rather have a slightly shorter game with more unique and fun levels than an excessively long game with too much filler. | Third, there will almost certainly be bugs. Especially with sounds. As development progressed over such a long period of time, I've discovered better and more efficient ways of handling sound effects but alas, there's still a lot of legacy code operating a lot of sounds effects. These issues will solve themselves as everything is transitioned over to the new standard. | Finally, controller support is not ready for prime-time, but you're welcome to experiment. When originally developing the game, there was a major focus on the Steam Controller API and unfortunately that functionality was a tad too ambitious to try and pull off full-stop. I'm willing to revisit it at a later time, probably after release, but as of now, there's a weird hybrid of stuff that will and will not work properly with controller because a lot of the Steam Controller API hooks were removed and replaced with more traditional DirectInput methods.
Expectations. Let's set some straight. Unlike the original