Full notes
Full Loco Launcher update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Performance
- Balance
Loco Launcher changes
First to everyone reading this, Happy New Year! This game has been in development a little longer than I'd like, but overall this was an unplanned game. There were some core mechanics I initially wanted to add in, but were unable to due to current limitations for medium performance computers. In addition to limitations on Unreal Engine 4's side.
The original purpose of Loco Launcher was to set a baseline for development, so that future projects would go smoother alongside an easygoing work pipeline. At least that was the goal. It definitely feels like the guns blazing approach, as a lot of hard lessons was learned from it. I'm not sure if it was due to dealing with life struggles, development struggles, or a blend of the two. I can say without a doubt that Loco Launcher has created its own identity in the end.
I believe right now from the previous update, optimizations are as close as I can get them. Placing in additional content is a priority as of right now. It was a bit chaotic trying to work on optimizations and content at the same time.
As much as I would like to avoid development hell, I will be doing one last delay to shoot for March 31st. Once out of early access there will be a price increase, but there will still be free updates sometime after final release.
The Trello board will be getting a refresh, so that it will reflect what current work items will be. That will be finished by this Friday, looking over what levels can be modified to place in escalators as an example. Here is a quick link for the board: https://trello.com/b/d2V6b4g6/loco-launcher
A big thank you to all who has supported Loco Launcher!
Sincerely,
Zack
Source
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