Full notes
Full The Bagman update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Maps
- Fixes
- Gameplay
- UI and audio
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Version: v.0.28
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The continued feedback has been excellent, thank you everyone. I am now focusing back on the full game for a while, but any fixes that affect the entire game, or benefit the demo, will still be applied to the demo.
I want to focus on building the full game rather than only polishing the demo. Over time, the demo should continue to improve alongside development.
Please remember, if it makes it easier to test, on the main menu, pressing on the keyboard:
1 + LSHIFT starts after the home part, and just before the church
2 + LSHIFT starts after the church, where the chasing and main demo section begin
On with the fixes:
- Close Up / Inspection Views - When clicking an empty space, and then exiting the close-up view the player character MAY moonwalk across the map. This is now unfortunately fixed.
- Fixed a pixel rounding issue where standing in certain areas caused camera or objects to jitter, such as doors. This should now be resolved.
- Added camera smoothing to reduce abrupt snapping when entering areas like supply cupboards.
- If the mouse cursor was out of bounds on the left edge of the screen, clicking would not issue a walk command which was frustrating when trying to move left along a larger room. This now works correctly.
- Added a new quick-use upward-forward animation for Eloise. This is now used for actions like light switches, making interactions faster.
- Keycard item can now be used while the enemy is in the room. This is now left up to the player rather than being restricted.
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Known Issues (Please feel free to report more, not all feedback is listed here):
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Please remember, if it makes it easier to test, on the main menu, pressing on the keyboard:
1 + LSHIFT starts after the home part, and just before the church
2 + LSHIFT starts after the church, where the chasing and main demo section begin
- Needs more SFX hooking up. That will come in April, both in the demo and throughout the current game.
- Footsteps sound too heavy.
- When using mouse only, the input visual indicators will sometimes default to controller X.
- If you change room as he sees you for the first time, it can cause Greg to freeze when you're waiting for him in the lobby.
- Eloise can say the wrong line when Greg enters after she has seen the body, and Greg has not met Eloise yet.
- Greg dialogue is a bit naff. Will need a rewrite at some point.
- When using a mouse, the initial tutorial about how to use the radio says: "If not using mouse then press " " button". There was no button prompt. It was blank apart from a small circle in the middle of the text box. A similar issue was reported where the icon was very small. Might be the same issue.
- Enemy slides off the map if the door is keycard locked in the lobby when the player is escaping. Not stopping, or sometimes stops. Timing issue.
- Need to add VSync option.
- Greg, when being told to go to floor 1, could come to floor 2. I am not sure if this is a bug, or just due to the fact that if you do not tell Greg to hide, he currently comes back to you. Maybe he should wait where he is told until further instructed? At the moment he just returns to follow.
Source
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