HomeGamesUpdatesPricingMethodology
Steam News3 September 20241y ago

Dev Log #2

Hello space cadets! This month we were really focused on fixing up feedback from alpha testers, getting the word out about the game, and working on the next phase of mechanics.

In this update3

Full notes

Full Galactic Getaway: Build a Home for Pets update

Read the full published notes in a cleaner layout. The original post stays linked below.

Repeated intro

Hello space cadets! This month we were really focused on fixing up feedback from alpha testers, getting the word out about the game, and working on the next phase of mechanics. Unfortunately there's still no estimate for the release of early access but we will keep you all updated right here. Read until the end of the update to learn how you can help get us there faster!

What changed

2 fixes4 additions2 changes0 removals
  • Gameplay
  • Fixes
  • UI and audio
changedHello space cadets! This month we were really focused on fixing up feedback from alpha testers, getting the word out about the game, and working on the next phase of mechanics. Unfortunately there's still no estimate for the release of early access but we will keep you all updated right here. Read until the end of the update to learn how you can help get us there faster!
fixedUpdatesSo far a lot of the feedback from alpha testers has been bugs (of course) but also focused around usability and immersion. So alongside working on the new features for the game here are some things we added/fixed to better bring the user into the game.
fixedControlsOur team plays a ton of different types of games so we made a lot of assumptions about the controls. For example, we thought a common control scheme was to hold the right mouse button to rotate the camera. However, a lot of testers who only play fixed camera games had no idea you could rotate the camera at all! On top of this it wasn't clear you could jump either. So we decided to make it so the camera rotates with your mouse and unlocks when you decide to open up your inventory or any menus. We also added a more in-depth controls tutorial to the beginning of the game.
addedAudioThe music in the game was there but not having ambient sound was really breaking the immersion for some people. So we went in and added footstep audio based on the ground material (rock, grass, etc). This helped really cement our character into the world. We also changed the dialogue sound to be a bit more subtle so it wasn't as overwhelming listening to long stretches of dialogue.
addedAudioHere's a few other things we worked on: Settings: Camera sensitivity World: Walk particles, Rework item stack system from ground up UI: Rework all ui to feel smoother,New interact indication
addedUp NextThis month we'll be focusing on extending and fully fleshing out our encounter mechanics. We really want to make it feel like you've befriended these creatures beyond just feeding them their favorite food. But balancing that so it's a relaxing experience has been challenging! We're hoping to have a few playtests this month with our alpha backers to fully flesh this system out. We've made a ton of new creatures that are just waiting to be snatched up!

Galactic Getaway: Build a Home for Pets changes

changedHello space cadets! This month we were really focused on fixing up feedback from alpha testers, getting the word out about the game, and working on the next phase of mechanics. Unfortunately there's still no estimate for the release of early access but we will keep you all updated right here. Read until the end of the update to learn how you can help get us there faster!
fixedSo far a lot of the feedback from alpha testers has been bugs (of course) but also focused around usability and immersion. So alongside working on the new features for the game here are some things we added/fixed to better bring the user into the game.
fixedOur team plays a ton of different types of games so we made a lot of assumptions about the controls. For example, we thought a common control scheme was to hold the right mouse button to rotate the camera. However, a lot of testers who only play fixed camera games had no idea you could rotate the camera at all! On top of this it wasn't clear you could jump either. So we decided to make it so the camera rotates with your mouse and unlocks when you decide to open up your inventory or any menus. We also added a more in-depth controls tutorial to the beginning of the game.
addedThe music in the game was there but not having ambient sound was really breaking the immersion for some people. So we went in and added footstep audio based on the ground material (rock, grass, etc). This helped really cement our character into the world. We also changed the dialogue sound to be a bit more subtle so it wasn't as overwhelming listening to long stretches of dialogue.
addedHere's a few other things we worked on: Settings: Camera sensitivity World: Walk particles, Rework item stack system from ground up UI: Rework all ui to feel smoother,New interact indication

Updates

So far a lot of the feedback from alpha testers has been bugs (of course) but also focused around usability and immersion. So alongside working on the new features for the game here are some things we added/fixed to better bring the user into the game.

Controls

Our team plays a ton of different types of games so we made a lot of assumptions about the controls. For example, we thought a common control scheme was to hold the right mouse button to rotate the camera. However, a lot of testers who only play fixed camera games had no idea you could rotate the camera at all! On top of this it wasn't clear you could jump either. So we decided to make it so the camera rotates with your mouse and unlocks when you decide to open up your inventory or any menus. We also added a more in-depth controls tutorial to the beginning of the game.

Audio

The music in the game was there but not having ambient sound was really breaking the immersion for some people. So we went in and added footstep audio based on the ground material (rock, grass, etc). This helped really cement our character into the world. We also changed the dialogue sound to be a bit more subtle so it wasn't as overwhelming listening to long stretches of dialogue.

Here's a few other things we worked on: Settings: Camera sensitivity World: Walk particles, Rework item stack system from ground up UI: Rework all ui to feel smoother,New interact indication

Up Next

This month we'll be focusing on extending and fully fleshing out our encounter mechanics. We really want to make it feel like you've befriended these creatures beyond just feeding them their favorite food. But balancing that so it's a relaxing experience has been challenging! We're hoping to have a few playtests this month with our alpha backers to fully flesh this system out. We've made a ton of new creatures that are just waiting to be snatched up!

Steam Page Revamp

Currently, we're looking for a publisher to help us bring Galactic Getaway to the Nintendo Switch and in multiple languages. A publisher would also mean the game would get into your hands much faster. So we've really been working on ramping up our wishlists on Steam! We completely updated the description and spent time taking some screenshots we think really captures the essence of the game. Check them out on the Steam Page!

Your support can make the difference! By adding Galactic Getaway to your Steam wishlist, you’ll help us attract publishers and show that this game is something people are excited about.

Until next time! Love, Daniel & the GG Team

Source

Steam News / 3 September 2024

Open original post

Changelog.gg summarizes and formats this update. How we read updates.