In this update4
Full notes
Full Space Farmers 2 update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- UI and audio
Space Farmers 2 changes
Starting the Refactor Tractor.
Getting to a demo was actually a big feat for us. We had a lot of things we needed to cut (very slight) corners on. Therefore we're taking our first week or so afterwards to focus on a big cleanup operation.
That means starting up the Refactor Tractor again. The project needed a bit of a spring clean and a few quality of life features added in there. And now I'm going to talk about a couple of them here...
Pushy Doors
The "doors" in the demo are dangers electric obstacles rather than actual physical doors. But we do have some proper doors in the works. The problem is they...didn't quite work. If a player was stood on one it would give them a little surprise.
Whoops. So we needed to add a check to the door to make sure the player doesn't have a moment like that.
Here's the fix in action
Might non closing doors become a puzzle mechanic? Hint hint?!
Button Systems
While things were not a complete mess in the demo, Rich wanted to improve the editor UI flow for adding multiple buttons and doors to the same "circuit".
So a few gadgets later and we now have this system for adding in inputs and controling outputs. Check this out:
These new gadgets work a treat, you can very easily setup a switch and a door. Then connect the button as an input and the door as an output. And boom, switch controls door.
Pretty slick.
Obviously this works with more than one connection either way. Check out this multi connector example !
Personally I'm still just loving the way they blink :D
More Feedback welcome!
We're definitely keen on hearing any more feedback you have about the Demo - so let us know by writing something on the forums here or by tweet or facebook message. We want to hear from you!
Thanks for stopping by and we hope to share more soon.
Source
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