Full notes
Full Red Trigger update
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What changed
- UI and audio
Hi everyone! A new update is now available! I hope this will make the game better for you all!
Here's a list of every changes
- Rebindables keys! There's now a new tab in the Options menu where you can rebind your keys to your preference, and they save. Sadly, it's not possible to rebind movement inputs, but I've made some changes so that both WASD and Arrow Keys can allow the player to move. Let me know if you want me to add some more default keys like those, like on the numpad. Please note that the tutorials do not adapt to your rebind keys. - Checkpoints will now respawn the player looking in a predetermined way, instead of where the player was looking when going through that said checkpoint. This time, the player will always be facing the right direction. - Added a failsafe with the KillZ Volume. Some players experienced a very rare glitch that made them fall off the map, and would be killed by the KillZ Volume, which would soft-lock the game. Players will now instead respawn and can continue playing. - Revamped the laser room of Level 6, since 95% of players didn't go through it the intended way. Red Triggers in this room now raise to the ceiling, except one. Those will crush the player. The intended way is to raise one or two Red Triggers to block lasers and gradually making your way through. - Modified the color of some buttons to make the visual language consistent. Blue buttons are temporary/timed, green buttons are permanent. - The game no longer flips to windowed mode when finishing the game. If you're in windowed mode, which is much more rare, it will go to fullscreen. If you're in fullscreen, it will stay that way. - Fixed the sound of the door opening in Level 8, it now only plays once like intended. - Removed some unnecessary platforms in Level 6, in the ''Claws'' part, where the player could land on some platforms and couldn't progress unless jumping off and respawning. - Added collisions for the destructibles in Level 8. In very rare cases, a part would land on the path and block progress. It is no longer possible. - Changed the color of the corrupted lights in Level 8. Many players confused them for Red Triggers, so they are now orange-reddish instead of pure red. That's all the changes! This was a pretty big update. I honestly didn't think it was possible to add rebindable keys without C++ and only Blueprint, but I did find a way in the end. Thank you for your patience, and I hope you can now enjoy the game even more! Let me know if you have any more feedback, if I sadly introduced some new bugs (It's always possible) and I'll do my best to fix it!
Note
This update has been a long time coming, and I'm deeply sorry that it took this time, but I was focusing on gaining experience in the industry on Triple-A titles, and still am. That way, I can bring you better experiences in the future. Do not worry, I still intend to make a longer and priced sequel, but it will only be in a couple of years. Thank you for your understanding, and I'm very eager to bring you more fun, I hope you'll love it when it happens! And now, game on! Enjoy!
Source
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