What changed
0 fixes0 additions1 change0 removals
changedFinally, I reworked the logic of the crocodile's cave so that states are applied immediately when loading saves, otherwise previously the need to wait could mislead the player. This is the oldest logic, written at the dawn of my study of the engine, which is why a lot of it was made unnecessarily complicated. Now, even when returning from the cinematic, the presence of the floor will be checked (whether it has time to load) before allowing movement, so that the character does not fail even in such rare cases. The logic for searching for the last save of the game when “death” (rollback) during the game and when clicking “continue game” has been completely rewritten; now it should always select the last save in local time. Well, as it turned out, if a save (file) appeared without the first number “0”, then only the autosave was considered the last save. Middle poses are prohibited when you are holding a jug, so as not to swing it unnaturally :) I removed the collapsing bridge behind the crocodile; all the same, its fragments behaved unnaturally and only created an extra load. Improved the light of the lantern a little, added a little stylization.
Tear of Time: Lost memory changes
changedFinally, I reworked the logic of the crocodile's cave so that states are applied immediately when loading saves, otherwise previously the need to wait could mislead the player. This is the oldest logic, written at the dawn of my study of the engine, which is why a lot of it was made unnecessarily complicated. Now, even when returning from the cinematic, the presence of the floor will be checked (whether it has time to load) before allowing movement, so that the character does not fail even in such rare cases. The logic for searching for the last save of the game when “death” (rollback) during the game and when clicking “continue game” has been completely rewritten; now it should always select the last save in local time. Well, as it turned out, if a save (file) appeared without the first number “0”, then only the autosave was considered the last save. Middle poses are prohibited when you are holding a jug, so as not to swing it unnaturally :) I removed the collapsing bridge behind the crocodile; all the same, its fragments behaved unnaturally and only created an extra load. Improved the light of the lantern a little, added a little stylization.
Finally, I reworked the logic of the crocodile's cave so that states are applied immediately when loading saves, otherwise previously the need to wait could mislead the player. This is the oldest logic, written at the dawn of my study of the engine, which is why a lot of it was made unnecessarily complicated. Now, even when returning from the cinematic, the presence of the floor will be checked (whether it has time to load) before allowing movement, so that the character does not fail even in such rare cases. The logic for searching for the last save of the game when “death” (rollback) during the game and when clicking “continue game” has been completely rewritten; now it should always select the last save in local time. Well, as it turned out, if a save (file) appeared without the first number “0”, then only the autosave was considered the last save. Middle poses are prohibited when you are holding a jug, so as not to swing it unnaturally :) I removed the collapsing bridge behind the crocodile; all the same, its fragments behaved unnaturally and only created an extra load. Improved the light of the lantern a little, added a little stylization.