I'm currently in a special stage of development, the optimization and polish stage. This is where I'm hunting for bugs and adding extra shine to as much as I can.
Full notes
Full Memoirium update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
0 fixes3 additions2 changes0 removals
Performance
UI and audio
Gameplay
addedI'm currently in a special stage of development, the optimization and polish stage. This is where I'm hunting for bugs and adding extra shine to as much as I can. With the relatively simple aesthetic of Memoirium, a lot of polish goes a long way.
changedSome examples of polish I have recently added: items when picked up will float towards the player's hand, death vfx of enemies float towards the player, adding a coat of paint to flat areas, improved button guides on the HUD, and a visual indication of a specific status (when previously only the HUD would provide a warning).
addedThere's always more to do, and while it isn't as exciting as coming up with new mechanics and new areas, it's just as important. If anything, it's quite nerve-wracking, especially because I know I will never catch all the little insects and critters that plague the corners of the game. At least in real life, bugs serve an important role in the ecosystem. In games, they can break it or, in some odd cases, make for a delightful surprise that becomes a feature or speedrun tech.
addedI've also recently added all the achievements to the game and tested them to make sure they're compatible with Steam. Hopefully it stays working. There are few things more frustrating than not getting something when you know you should. Most of the achievements are the usual ones, like beating a boss, collecting all the weapons, and finishing the game. There are some hidden ones that I think are quite fun.
changedAs I strive to make the game as perfect as I can with the capabilities that I wield, I grow more and more anxious and excited for more people to play it. I hope it's as fun as I want it to be.
Memoirium changes
addedI'm currently in a special stage of development, the optimization and polish stage. This is where I'm hunting for bugs and adding extra shine to as much as I can. With the relatively simple aesthetic of Memoirium, a lot of polish goes a long way.
changedSome examples of polish I have recently added: items when picked up will float towards the player's hand, death vfx of enemies float towards the player, adding a coat of paint to flat areas, improved button guides on the HUD, and a visual indication of a specific status (when previously only the HUD would provide a warning).
addedThere's always more to do, and while it isn't as exciting as coming up with new mechanics and new areas, it's just as important. If anything, it's quite nerve-wracking, especially because I know I will never catch all the little insects and critters that plague the corners of the game. At least in real life, bugs serve an important role in the ecosystem. In games, they can break it or, in some odd cases, make for a delightful surprise that becomes a feature or speedrun tech.
addedI've also recently added all the achievements to the game and tested them to make sure they're compatible with Steam. Hopefully it stays working. There are few things more frustrating than not getting something when you know you should. Most of the achievements are the usual ones, like beating a boss, collecting all the weapons, and finishing the game. There are some hidden ones that I think are quite fun.
changedAs I strive to make the game as perfect as I can with the capabilities that I wield, I grow more and more anxious and excited for more people to play it. I hope it's as fun as I want it to be.
I'm currently in a special stage of development, the optimization and polish stage. This is where I'm hunting for bugs and adding extra shine to as much as I can. With the relatively simple aesthetic of Memoirium, a lot of polish goes a long way.
Some examples of polish I have recently added: items when picked up will float towards the player's hand, death vfx of enemies float towards the player, adding a coat of paint to flat areas, improved button guides on the HUD, and a visual indication of a specific status (when previously only the HUD would provide a warning).
There's always more to do, and while it isn't as exciting as coming up with new mechanics and new areas, it's just as important. If anything, it's quite nerve-wracking, especially because I know I will never catch all the little insects and critters that plague the corners of the game. At least in real life, bugs serve an important role in the ecosystem. In games, they can break it or, in some odd cases, make for a delightful surprise that becomes a feature or speedrun tech.
I've also recently added all the achievements to the game and tested them to make sure they're compatible with Steam. Hopefully it stays working. There are few things more frustrating than not getting something when you know you should. Most of the achievements are the usual ones, like beating a boss, collecting all the weapons, and finishing the game. There are some hidden ones that I think are quite fun.
Steam post imageSteam post imageSteam post image
As I strive to make the game as perfect as I can with the capabilities that I wield, I grow more and more anxious and excited for more people to play it. I hope it's as fun as I want it to be.