Full notes
Full The House Dreams Along With Them update
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What changed
- Events
- Gameplay
- Fixes
- Performance
The House Dreams Along With Them changes
I have reactivated the public demo of The House Dreams Along With Them! The demo was unavailable for a few weeks because I had created a special press-exclusive version of the demo that was intended for a more limited audience. I've got a devlog planned to go into the technical details of creating the press demo, but that's a story for another update.
To commemorate the return of the demo, I've also made a refreshed trailer that was based off of the short 30 second trailer I produced for the WISHLISTED event. For the editor-curious, this version includes more single word imperative title cards taken from the game website's description as well a new clip from the garage puzzle in the demo.
Here's the refreshed gameplay trailer!
And finally, here are the major changes to the demo:
Fixed physics bug* where by stacking multiple objects, then removing the bottom, the top ones are left floating in space
Expanded viewing angle for peepholes in entryway to better see the hidden clue
- TutorialAdded forced eye blink after waking up on ceiling in tutorial (some folks were sitting there with their eyes closed for a while...also, the eyes auto blink on waking in every other situation so...consistency!)
- TutorialAdded a bit to precise cursor tutorial
- Guest BedroomAdded note in drawer (and observation for it)
- Living RoomAdded a lava grace period when standing in lava in living room
Added "end investigation by walking into woods" reminder after solving 3 puzzles
*= Physics change details for the curious: I have a system where holdable / throwable objects keep track of the average movement over the last 5 physics hits. When the average movement is less than a threshold of ~1cm that physics calculations are turned off and the object starts "floating". This is to prevent tiny objects from jittering forever when thrown. It's also an optimization to limit the amount of physics interactions being calculated. I.e., stationary objects don't calculate physics.
There is also a "bump" system (technically called CheckToActivateNearbyPhysicsObjects). When an object is picked up by the player, it takes a box around the object and "bumps" nearby physics objects to have them recalculate for a bit. The "fix" was to increase the width and height of the "bump" box (now it looks 200cm up from the origin point) and to activate a 3 second timer where the average physics hits aren't calculated so the object is left to bounce for at least 3 seconds before resting.
Source
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