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Steam News24 August 20169y ago

Redswood 1.06 Week 1 Devlog - Colliders, controls, and coffee.

Big update today! Of both the new and cumulative variety. After opening up the game to Early Access last Thursday, I received a great deal of fantastic feedback.

Full notes

Full Redswood VR update

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What changed

0 fixes1 addition0 changes0 removals
  • UI and audio
addedBig update today! Of both the new and cumulative variety. After opening up the game to Early Access last Thursday, I received a great deal of fantastic feedback. I took a lot of suggestions to heart, took a step back from my own playstyle to see how others were trying to play the game, and made a variety of improvements to both gameplay and comfort. For those of you, who have bought and played Redswood, THANK YOU! It has been an amazing experience watching people respond to this whole video game thing I made, and I only want to make it better and better. For those who have played it but found issue with previous bugs, I encourage you to try it again and see if it's any better of an experience. And for those of you who haven't tried it but are curious...well... it's only natural to be curious. To get up to speed, updates I have made since last Thursday: -Player walking fixes when encountering any collider, to prevent accidental clipping. -Finished intended monster behavior for the plant creature, so that they can attack from range with a spit attack that the player must dodge. http://imgur.com/a/84PBG -Added functionality to the mushroom checkpoints, so they now save your place in between game sessions and can be reset from the menu, while still serving the same purpose of being able to reset player position. -Changed Huntsman Axe controls from menu button to trigger button. Reach behind your back, pull the trigger. Feels good, man. http://imgur.com/a/84PBG -Changed overall game font to something more fitting and readable. This weekend, minus Sunday where I took a much-needed break to watch Voyager finales, I spent bringing you the following updates, delivered in today's build: -Massive collider overhaul and scripts rebounding the player even if they somehow manage to get through the wall. Also improved teleport functionality on steep surfaces. A backup to the first clipping prevention mechanism. http://imgur.com/a/84PBG -A safety net for falling from the level that transports you back to your last checkpoint. A backup to the backup. -My crossed fingers people can play my game uninterrupted by clipping and falling. A backup to the backup to the backup. http://imgur.com/a/84PBG -Further control changes, moving teleport to the right menu button to prevent hitting it with your axes out, and eliminating many cumbersome button combinations in general. Controls should feel much more streamlined. -Spinning axes now also correctly does damage. -Improved ease-of-use for the menu system. http://imgur.com/a/84PBG -In-game live adjustable quality level, accessible from any level in the wrist menu. Hopefully this helps for anyone who may be having issues hitting VR performance marks. In the future, I want to add more customization to the graphics options, but for now this should be a good band-aid in allowing more people to enjoy better framerates across more systems. http://imgur.com/a/84PBG -(Hopeful) minor performance improvements. -Added and tweaked wolf animations. Assuming all goes well, I want to start moving into finishing the rest of the planned content and towards full release. If you're still running into bugs, performance issues, or just have a suggestion or overall feedback, please, please feel free to share here or in the Steam forums! Patrick

Big update today! Of both the new and cumulative variety. After opening up the game to Early Access last Thursday, I received a great deal of fantastic feedback. I took a lot of suggestions to heart, took a step back from my own playstyle to see how others were trying to play the game, and made a variety of improvements to both gameplay and comfort. For those of you, who have bought and played Redswood, THANK YOU! It has been an amazing experience watching people respond to this whole video game thing I made, and I only want to make it better and better. For those who have played it but found issue with previous bugs, I encourage you to try it again and see if it's any better of an experience. And for those of you who haven't tried it but are curious...well... it's only natural to be curious. To get up to speed, updates I have made since last Thursday: -Player walking fixes when encountering any collider, to prevent accidental clipping. -Finished intended monster behavior for the plant creature, so that they can attack from range with a spit attack that the player must dodge. http://imgur.com/a/84PBG -Added functionality to the mushroom checkpoints, so they now save your place in between game sessions and can be reset from the menu, while still serving the same purpose of being able to reset player position. -Changed Huntsman Axe controls from menu button to trigger button. Reach behind your back, pull the trigger. Feels good, man. http://imgur.com/a/84PBG -Changed overall game font to something more fitting and readable. This weekend, minus Sunday where I took a much-needed break to watch Voyager finales, I spent bringing you the following updates, delivered in today's build: -Massive collider overhaul and scripts rebounding the player even if they somehow manage to get through the wall. Also improved teleport functionality on steep surfaces. A backup to the first clipping prevention mechanism. http://imgur.com/a/84PBG -A safety net for falling from the level that transports you back to your last checkpoint. A backup to the backup. -My crossed fingers people can play my game uninterrupted by clipping and falling. A backup to the backup to the backup. http://imgur.com/a/84PBG -Further control changes, moving teleport to the right menu button to prevent hitting it with your axes out, and eliminating many cumbersome button combinations in general. Controls should feel much more streamlined. -Spinning axes now also correctly does damage. -Improved ease-of-use for the menu system. http://imgur.com/a/84PBG -In-game live adjustable quality level, accessible from any level in the wrist menu. Hopefully this helps for anyone who may be having issues hitting VR performance marks. In the future, I want to add more customization to the graphics options, but for now this should be a good band-aid in allowing more people to enjoy better framerates across more systems. http://imgur.com/a/84PBG -(Hopeful) minor performance improvements. -Added and tweaked wolf animations. Assuming all goes well, I want to start moving into finishing the rest of the planned content and towards full release. If you're still running into bugs, performance issues, or just have a suggestion or overall feedback, please, please feel free to share here or in the Steam forums! Patrick

Source

Steam News / 24 August 2016

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