What's up? Long time no see! What's new? House Hopper is still in active development, but I'm getting there! I promise!
In this update4
Full notes
Full House Hopper update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
0 fixes6 additions3 changes0 removals
Gameplay
UI and audio
addedWhat's new?House Hopper is still in active development, but I'm getting there! I promise! As I'm adding more and more features and finalizing the level art of House Hopper, I realized that I have not shown enough love to those of you who play the demo from time to time. I'm sorry—I know better. :)
addedBe like water, my friendI'm quite sure you'll have more than enough liquids when the bathroom level is introduced. Until then, I've decided to add some water to the demo level so you can swim in a kitchen sink.
addedComplete Controls OverhaulI read all the feedback I receive from you. Much of this feedback was about issues with the controls, such as the lack of consistency and clarity in how they work—and it's all my fault. That's why I've decided to start over and build a new control system from the ground up. In fact, I considered several systems but decided to go with this one :). The old system was based on the camera angle to determine the possible jump angle. This was far from ideal, as it required the player to control both the camera angle and the jump gizmo at the same time, which was too confusing.
addedComplete Controls OverhaulThis new system is not bound by the camera. It still detects which way is forward based on the camera, but the rest is totally up to you. Just drag an arrow in the direction you want to jump and "boink" the way you want.
changedComplete Controls OverhaulI can't wait to hear (read) your feedback. You can always use the "bug" button in the menu to leave me a word or two on what to improve.
changedThey call me legion for we are many...Player path clarity improvements
House Hopper changes
addedHouse Hopper is still in active development, but I'm getting there! I promise! As I'm adding more and more features and finalizing the level art of House Hopper, I realized that I have not shown enough love to those of you who play the demo from time to time. I'm sorry—I know better. :)
addedI'm quite sure you'll have more than enough liquids when the bathroom level is introduced. Until then, I've decided to add some water to the demo level so you can swim in a kitchen sink.
addedI read all the feedback I receive from you. Much of this feedback was about issues with the controls, such as the lack of consistency and clarity in how they work—and it's all my fault. That's why I've decided to start over and build a new control system from the ground up. In fact, I considered several systems but decided to go with this one :). The old system was based on the camera angle to determine the possible jump angle. This was far from ideal, as it required the player to control both the camera angle and the jump gizmo at the same time, which was too confusing.
addedThis new system is not bound by the camera. It still detects which way is forward based on the camera, but the rest is totally up to you. Just drag an arrow in the direction you want to jump and "boink" the way you want.
changedI can't wait to hear (read) your feedback. You can always use the "bug" button in the menu to leave me a word or two on what to improve.
What's up? Long time no see!
What's new?
House Hopper is still in active development, but I'm getting there! I promise! As I'm adding more and more features and finalizing the level art of House Hopper, I realized that I have not shown enough love to those of you who play the demo from time to time. I'm sorry—I know better. :)
Be like water, my friend
I'm quite sure you'll have more than enough liquids when the bathroom level is introduced. Until then, I've decided to add some water to the demo level so you can swim in a kitchen sink.
Complete Controls Overhaul
I read all the feedback I receive from you. Much of this feedback was about issues with the controls, such as the lack of consistency and clarity in how they work—and it's all my fault. That's why I've decided to start over and build a new control system from the ground up. In fact, I considered several systems but decided to go with this one :). The old system was based on the camera angle to determine the possible jump angle. This was far from ideal, as it required the player to control both the camera angle and the jump gizmo at the same time, which was too confusing.
This new system is not bound by the camera. It still detects which way is forward based on the camera, but the rest is totally up to you. Just drag an arrow in the direction you want to jump and "boink" the way you want.
I can't wait to hear (read) your feedback. You can always use the "bug" button in the menu to leave me a word or two on what to improve.
Face time!
I finally implemented animated facial expressions. I think they are super cute :3 Cute enough to hide all the evil that dwells beneath this smile.
They call me legion for we are many...
...many smaller changes, like for example:
Player path clarity improvements
Some visual improvements and new textures
Control options in the pause menu (YES, FINALLY!!!)
The new tutorial is shorter and not so annoying
Some bug fixes (but I have to do a better job of writing down some proper patch notes xD)
I'm also planning on localizing the game into 11 different languages, but that will come with the full release.
As always, I will greatly appreciate feedback on any aspect of development. Cheers! Kamil