In this update1
Full notes
Full ODYSSEY: Starship Pinball update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Fixes
- UI and audio
- Performance
ODYSSEY: Starship Pinball changes
Happy Wednesday Wilburites, we've got a bunch of cool updates to share with you today.
First up, our latest patch is now live! Moving forward, we're planning to release these patches regularly on a bi-weekly basis (every two weeks). This one is mostly quality-of-life fixes, and a bunch of backend work preparing for our mobile release later this Spring! You can check at the full patch notes at the bottom of this post.
Next, we're excited to have started a new blog series, Meet the Devs available to read for free on our Patreon page. Today we're introducing our Technical Artist, Mary Gigiberia! We plan to release these blogs weekly over the next month, so check back again or follow the page for free to get notifications right away and learn more about our team!
Third: Every Wednedsay, henceforth known as Wilbur Wednesday, we'll be streaming Idle Mode over on our YouTube channel, cheering on Wilbur as he adventures through the game to his own volition. We plan to make some stream recaps and share other fun moments from the streams on our social pages, but tune in on Wednesdays at 12:00pm Pacific Time to follow along live! Finally, we wanted to share the results of our Global Game Jam from the end of January. We made a tiny little project in just 24hrs and you can play for free in web browsers on itch.io! It's called Night of Masks, and you'll talk to some weird folks to find out where the missing prince went -- taking inspiration from games like Frog Detective.
That's it for now! Reminder as always you can join the discussion with us over on discord at clipthru.gg, or find us on socials @clipthrough.
Changelog 0.1.0.12
Fix for bug where Wilbur is rotated (facing opposite direction) after spawning in plunger
Fixes for ball getting stuck in specific locations in Player Start and Hall
Set the cameras' aspect ratio (filmback sensor width and height) according to the game window's size.
The game viewport now grows and shrinks with the window size when using portrait mode
Adjust HUD portrait mode resizing math so HUD isn’t huge on more square aspect ratios
Lighting and rendering changes for mobile support (some changes affects PC builds)
Remove fog sphere from space levels
Various material changes
Change transparent materials to use dithering for mobile performance
Various VFX changes
Additional backend work on mobile and bosses
Source
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