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Full Fairy Springs update
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What changed
- Gameplay
- UI and audio
- Performance
- Fixes
Fairy Springs changes
In case you missed it, the Fairy Springs Demo went live this week!
Since then, I have been hard at work making changes - both bug fixes and quality of life improvements. Here's what updates were made in the new live build:
Accessibility
Mouse Controls - Fairy Springs is now able to be played completely with just a mouse. Click and drag and Skye will follow your cursor. Left click to interact with characters and pick up objects. Right click to drop objects. Use the middle mouse button or thumb buttons to access the pause menu.
Audio Control - Master Volume now starts at 50% and is adjustable as always through the audio icon in the main menu and pause menu. Additionally, each save slot saves its own audio preferences.
New Features
Foraging - A new mechanic that tracks what food you have given to Red. When giving Red foraged food items, an unlock notification will appear. In the pause menu there is a new Forage Menu that keeps track of all foraged items.
Post Processing - A new bloom filter has been added to give the glen a dreamier look. Additionally, saturation has been slightly increased.
Tutorial Text - Added dialogue on Spring Day 1 that instructs the player on how to access the different menus.
User Interface
Mouse Feedback - The mouse icon now animates when clicking with the left mouse button. There is also an animated ring effect where you click.
Pause Menu - Now inaccessible during dialogue sequences due to errors that would occur if going to the main menu while talking to an NPC.
Character Menu - Added Chat Bubble and Spark icons to more clearly define what each check box in the character menu is for.
Menu Icon - Added an icon on the HUD which indicates tab as the input key to open the pause menu. It is also clickable.
Dialogue Boxes - Changed the dialogue box style to better match the color palette of the game. They are now also fully opaque. Additionally, the dialogue box will now be positioned on the top or bottom of the screen based on where the NPC you are talking to is located.
Miscellaneous
NPC hitboxes - Made hitboxes for all characters bigger when clicking on them to interact.
Couples quarrel - Now only one of Flora and Ewan's chat bubbles will appear based on the player's proximity when they are overlapping.
Surprise! - Skye now has a surprised jump animation that plays during certain dialogue.
One at a Time - Previously objects and characters would be interacted with at the same time when Skye was in the proximity of both. Now objects take priority before characters.
Hungry Fawn - The deer will now eat all food objects in Skye's possession when feeding her on Spring Day 6.
Nope! - A feedback noise was added for when the player tries to pick up a fourth item.
Dialogue - Several minor dialogue adjustments such as missing punctuation.
Bug Fixes
Reduced loading times for all scenes that were being caused by weather effects.
Skye was getting stuck in the pond. She no longer has that problem.
The acorn cap was splashing twice when dropped in the pond. That is no longer the case.
Fixed a bug where item would fall through the ground if dropped from high heights.
Fixed a bug where the Input Display toggle would not react when hovering over it.
Fixed a bug where you could not click on anything when a notification was playing.
Fixed a bug where Montie's dialogue played at the wrong time on Day 5.
Fixed a bug that got rid of Red's quest notification icon prematurely when feeding him.
Fixed a bug where held items would float behind other items.
Fixed a bug where held items would float in front of the foreground layers.
Thank you to everyone who had played the demo so far, especially those who gave me valuable feedback. I hope this little taste of my game was enjoyable! -Ben-
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