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Steam News27 March 20206y ago

March Update

Apologies for the long silence. Recovery from my workplace accident has been slow but on the bright side I'm walking great now so that's gotta count for something, still hard to think but we'll get there.

Full notes

Full Organism8 update

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What changed

0 fixes2 additions0 changes0 removals
  • Gameplay
addedAs you can see, some work has been done on pressure plates, switches, logic, etc to add more depth to a lot of the areas. This came as a natural progression as I've continued to add generic logic scripts to interactables. Along with the material conductivity that I've showcased prior, I am hoping the puzzles in the game are both engaging and fun.
addedNext we'll be adding more puzzle logic to the boss fights that the player would naturally come across before reaching the boss room.

Organism8 changes

addedAs you can see, some work has been done on pressure plates, switches, logic, etc to add more depth to a lot of the areas. This came as a natural progression as I've continued to add generic logic scripts to interactables. Along with the material conductivity that I've showcased prior, I am hoping the puzzles in the game are both engaging and fun.
addedNext we'll be adding more puzzle logic to the boss fights that the player would naturally come across before reaching the boss room.

Apologies for the long silence.

Recovery from my workplace accident has been slow but on the bright side I'm walking great now so that's gotta count for something, still hard to think but we'll get there. Now on to development.

As you can see, some work has been done on pressure plates, switches, logic, etc to add more depth to a lot of the areas. This came as a natural progression as I've continued to add generic logic scripts to interactables. Along with the material conductivity that I've showcased prior, I am hoping the puzzles in the game are both engaging and fun.

Odal is still receiving work to make him feel more menacing (he'll have more attacks outside of the charged strike and the das boot). The general goal behind the bosses in this game is to make the player feel physically inferior so that wit and strategy becomes the star of the show. This is a natural path for the character who in terms of story generally succeeds via superior strategy rather than brute strength.

Next we'll be adding more puzzle logic to the boss fights that the player would naturally come across before reaching the boss room.

Source

Steam News / 27 March 2020

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