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Steam News5 July 20224y ago

June 2022 Development Logs

Development Logs 6/1/22 - 6/2/22 - Added in new adjustments for rotation and force behavior - Force System restabilized - Restored the Health System 6/4/22 - 6/14/22 - Created an input map to help reorganize keybinds an

Full notes

Full Timelines: Frame of Mind update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

1 fix5 additions0 changes0 removals
  • Balance
  • Maps
  • UI and audio
  • Performance
addedDevelopment Logs6/1/22 - 6/2/22 - Added in new adjustments for rotation and force behavior - Force System restabilized - Restored the Health System
addedDevelopment Logs6/4/22 - 6/14/22 - Created an input map to help reorganize keybinds and their purpose - Rewrote the input structure to fix overlapping inputs - Rewrote the theory for reconstructing the new Isometric System: Isometric System++ - Wrote out some algebra to help clean up any calculations within Isometric System++ - Restored the Isometric System - Upgraded the Camera Pivot controls to retain smoothing during Perspective usage - Added curve control for Perspective Rotation, allowing better ease of effect - Updated surface detection in Isometric System++ - Continued to repair and update multi-agent data architecture for Isometric System++ - Added a new Perspective Obstacle: One-Way Points - Updated rendering to respond to have better distance based responses - Updated shadow rendering to respond to Perspective Rotation, only needing to render when in the right direction - Redesigned and upgraded Shadow Rendering in Isometric System++ to be twice as efficient and make use of shaders - Finished rebuilding, redesigning, and fixing Isometric System++ - Added further dynamics to the Shadow Rendering system in Isometric System++, allowing further detail into the Iso-Rotation Plate's lore - Created some new visual effects for Perspective rotation
addedDevelopment Logs6/15/22 - 6/20/22 - Updated the SFX for Perspective Rotation - Updated interpolation control for animating Cole based on input actions - Updated Cole's Walking and Running animations to have better playback speed and keyframe values - Wasted 2 days trying to create a rotation filling effect for a new Radial Dial for Perspective, only to be simplified into something nicer and less complex - Added in a new Radial Dial that appears when you rotate, allowing you to see which Quadrant you are facing - Created icons for the Radial Dial to show possible Quadrant Functions when a puzzle allows it - Came up with a new concept for Iso-Rotation Pads to show what Quadrant Function it'll perform when stepped on - Updated the scaling and positioning for Quadrant Function icons on top of the Iso-Rotation Plate state icon on the bottom left corner of the screen - Updated Distance calculation in Isometric System++ to allow versatility with distance boundaries - Created a new logo animation, along with an upgrade to the Logo Jingle to make the logo look nicer visually and audio wise
addedDevelopment Logs6/21/22 - 6/27/22 - Began work on adding multiple functionality to Perspective, allowing multiple Quadrant Functions - Added a new Bit Flag control for triggers to allow me to edit Enum flags - Added in conceptual designs for the new Iso-Rotation Pads - Touched up the textures for the Rotation Pads, giving them a very… interesting design - Created icons for Pads when Quadrant Functions are Neutral or Specific - Added in the functionality of the Iso-Rotation Pads, allowing the ability to change Quadrants just by stepping on them - Updated the Main Menu theme mastering to sound louder and clearer - Redesigned the game's text font to look nicer and more consistent - Added in the new text font and adjusted the styling - Added in new controls to triggers to allow sound to play through a controller if plugged in and has a built in speaker - Finished creating the Iso-Rotation Pads, now they will be in their "Solid State" when Cole is already facing the intended Quadrant, and will be in their "Useable State" if Cole isn't
addedDevelopment Logs6/28/22 - 6/30/22 - Created a new architecture for the new Isometric System after further tests indicated that Isometric System++ is not well equipped for shadow rendering - Created a working base for the new Isometric System, the Vectorial Isometric System (VIS) - Finished creating the functionality of the new Isometric System, now called L's Vectorial Isometric System (LVIS, and yes it's pronounced "Elvis")
fixedBug FixesFixed a collision flag mishap where directions would not track the correct orientation - Fixed a logical mishap where Cole would build up Force, even when he was just standing doing nothing - Fixed a mishap where Force would not interpolate to 0, which would cause unnatural results - Fixed a bug where Cole would no longer build up Force, even if he's supposed to build up Force due to gravity, even if any other conditions such as Stamina are zeroed - Fixed a logical mishap where even after repairing the Force logic, Force level instantly jumped to 0 - Fixed a bug where no input would result in Cole turning to his right - Fixed a bug where target positioning would be improperly calculated when using Perspective - Fixed a bug where shadow rendering would tear when objects in translation needed them - Fixed a bug where rotating in one direction, then back to the previous one will cause shadows to flicker in the Isometric System - Fixed a bug where Collision Flags would not set the correct flags due to direction issues - Fixed a bug where shadow rendering would shift, causing artifacts such as tearing - Fixed an accuracy issue where going backwards to a higher platform would cause lag, breaking the seamless interaction with Isometric System++ - Fixed a shadow rendering issue where data agent states would make shadows spaz and flicker - Fixed a bug where Perspective would cause shadows to stay solid forward, while backwards had a noticeable flicker - Fixed an issue where shadows would not stop rendering when they're supposed to be gone - Fixed a visual issue where Cole's feet would pass through the ground instead of being above the surface - Fixed an architecture flaw where Perspective Quadrants would be active when the player's Perspective is towards the intended Quadrant - Fixed a graphical issue where the Quadrant Function icon size would be inconsistent in positioning, even when kept within the same aspect ratios - Fixed an architectural mishap where if the game had a frame drop, Directional Perspective would be incomplete and have all objects misaligned - Fixed a precision issue with Isometric System++ where directional difference would not flag if Cole is moving towards or away from a point - Fixed a shadow rendering issue where Shadows would be chopped at edges, which would ruin Perspective - Fixed distance checking to now track NEGATIVE distance as standard Distance formulas only return positive - Fixed some Physics Matrix mishaps when renaming and reordering Layer Masks - Fixed a bug where the Iso-Rotation Pads would not display their correct textures when Cole was either facing the target Quadrant, or wouldn't revert back to normal once he wasn't - Fixed a bug where the last used Iso-Rotation Pad would not play its animation when activated - Fixed a bug where Isometric System++ would cause Cole's force build up level to temporarily deplete - Fixed a bug where Isometric System++ would cause Cole's force build up level to be counted as within the bounds of Gravity Influenced Force, exceeding the maximum base level to 5 instead of 3 - Fixed a bug where Isometric Vector data would not reset once transition was complete

Timelines: Frame of Mind changes

added6/1/22 - 6/2/22 - Added in new adjustments for rotation and force behavior - Force System restabilized - Restored the Health System
added6/4/22 - 6/14/22 - Created an input map to help reorganize keybinds and their purpose - Rewrote the input structure to fix overlapping inputs - Rewrote the theory for reconstructing the new Isometric System: Isometric System++ - Wrote out some algebra to help clean up any calculations within Isometric System++ - Restored the Isometric System - Upgraded the Camera Pivot controls to retain smoothing during Perspective usage - Added curve control for Perspective Rotation, allowing better ease of effect - Updated surface detection in Isometric System++ - Continued to repair and update multi-agent data architecture for Isometric System++ - Added a new Perspective Obstacle: One-Way Points - Updated rendering to respond to have better distance based responses - Updated shadow rendering to respond to Perspective Rotation, only needing to render when in the right direction - Redesigned and upgraded Shadow Rendering in Isometric System++ to be twice as efficient and make use of shaders - Finished rebuilding, redesigning, and fixing Isometric System++ - Added further dynamics to the Shadow Rendering system in Isometric System++, allowing further detail into the Iso-Rotation Plate's lore - Created some new visual effects for Perspective rotation
added6/15/22 - 6/20/22 - Updated the SFX for Perspective Rotation - Updated interpolation control for animating Cole based on input actions - Updated Cole's Walking and Running animations to have better playback speed and keyframe values - Wasted 2 days trying to create a rotation filling effect for a new Radial Dial for Perspective, only to be simplified into something nicer and less complex - Added in a new Radial Dial that appears when you rotate, allowing you to see which Quadrant you are facing - Created icons for the Radial Dial to show possible Quadrant Functions when a puzzle allows it - Came up with a new concept for Iso-Rotation Pads to show what Quadrant Function it'll perform when stepped on - Updated the scaling and positioning for Quadrant Function icons on top of the Iso-Rotation Plate state icon on the bottom left corner of the screen - Updated Distance calculation in Isometric System++ to allow versatility with distance boundaries - Created a new logo animation, along with an upgrade to the Logo Jingle to make the logo look nicer visually and audio wise
added6/21/22 - 6/27/22 - Began work on adding multiple functionality to Perspective, allowing multiple Quadrant Functions - Added a new Bit Flag control for triggers to allow me to edit Enum flags - Added in conceptual designs for the new Iso-Rotation Pads - Touched up the textures for the Rotation Pads, giving them a very… interesting design - Created icons for Pads when Quadrant Functions are Neutral or Specific - Added in the functionality of the Iso-Rotation Pads, allowing the ability to change Quadrants just by stepping on them - Updated the Main Menu theme mastering to sound louder and clearer - Redesigned the game's text font to look nicer and more consistent - Added in the new text font and adjusted the styling - Added in new controls to triggers to allow sound to play through a controller if plugged in and has a built in speaker - Finished creating the Iso-Rotation Pads, now they will be in their "Solid State" when Cole is already facing the intended Quadrant, and will be in their "Useable State" if Cole isn't
added6/28/22 - 6/30/22 - Created a new architecture for the new Isometric System after further tests indicated that Isometric System++ is not well equipped for shadow rendering - Created a working base for the new Isometric System, the Vectorial Isometric System (VIS) - Finished creating the functionality of the new Isometric System, now called L's Vectorial Isometric System (LVIS, and yes it's pronounced "Elvis")

Development Logs

6/1/22 - 6/2/22 - Added in new adjustments for rotation and force behavior - Force System restabilized - Restored the Health System

6/4/22 - 6/14/22 - Created an input map to help reorganize keybinds and their purpose - Rewrote the input structure to fix overlapping inputs - Rewrote the theory for reconstructing the new Isometric System: Isometric System++ - Wrote out some algebra to help clean up any calculations within Isometric System++ - Restored the Isometric System - Upgraded the Camera Pivot controls to retain smoothing during Perspective usage - Added curve control for Perspective Rotation, allowing better ease of effect - Updated surface detection in Isometric System++ - Continued to repair and update multi-agent data architecture for Isometric System++ - Added a new Perspective Obstacle: One-Way Points - Updated rendering to respond to have better distance based responses - Updated shadow rendering to respond to Perspective Rotation, only needing to render when in the right direction - Redesigned and upgraded Shadow Rendering in Isometric System++ to be twice as efficient and make use of shaders - Finished rebuilding, redesigning, and fixing Isometric System++ - Added further dynamics to the Shadow Rendering system in Isometric System++, allowing further detail into the Iso-Rotation Plate's lore - Created some new visual effects for Perspective rotation

6/15/22 - 6/20/22 - Updated the SFX for Perspective Rotation - Updated interpolation control for animating Cole based on input actions - Updated Cole's Walking and Running animations to have better playback speed and keyframe values - Wasted 2 days trying to create a rotation filling effect for a new Radial Dial for Perspective, only to be simplified into something nicer and less complex - Added in a new Radial Dial that appears when you rotate, allowing you to see which Quadrant you are facing - Created icons for the Radial Dial to show possible Quadrant Functions when a puzzle allows it - Came up with a new concept for Iso-Rotation Pads to show what Quadrant Function it'll perform when stepped on - Updated the scaling and positioning for Quadrant Function icons on top of the Iso-Rotation Plate state icon on the bottom left corner of the screen - Updated Distance calculation in Isometric System++ to allow versatility with distance boundaries - Created a new logo animation, along with an upgrade to the Logo Jingle to make the logo look nicer visually and audio wise

6/21/22 - 6/27/22 - Began work on adding multiple functionality to Perspective, allowing multiple Quadrant Functions - Added a new Bit Flag control for triggers to allow me to edit Enum flags - Added in conceptual designs for the new Iso-Rotation Pads - Touched up the textures for the Rotation Pads, giving them a very… interesting design - Created icons for Pads when Quadrant Functions are Neutral or Specific - Added in the functionality of the Iso-Rotation Pads, allowing the ability to change Quadrants just by stepping on them - Updated the Main Menu theme mastering to sound louder and clearer - Redesigned the game's text font to look nicer and more consistent - Added in the new text font and adjusted the styling - Added in new controls to triggers to allow sound to play through a controller if plugged in and has a built in speaker - Finished creating the Iso-Rotation Pads, now they will be in their "Solid State" when Cole is already facing the intended Quadrant, and will be in their "Useable State" if Cole isn't

6/28/22 - 6/30/22 - Created a new architecture for the new Isometric System after further tests indicated that Isometric System++ is not well equipped for shadow rendering - Created a working base for the new Isometric System, the Vectorial Isometric System (VIS) - Finished creating the functionality of the new Isometric System, now called L's Vectorial Isometric System (LVIS, and yes it's pronounced "Elvis")

Bug Fixes

  • Fixed a collision flag mishap where directions would not track the correct orientation - Fixed a logical mishap where Cole would build up Force, even when he was just standing doing nothing - Fixed a mishap where Force would not interpolate to 0, which would cause unnatural results - Fixed a bug where Cole would no longer build up Force, even if he's supposed to build up Force due to gravity, even if any other conditions such as Stamina are zeroed - Fixed a logical mishap where even after repairing the Force logic, Force level instantly jumped to 0 - Fixed a bug where no input would result in Cole turning to his right - Fixed a bug where target positioning would be improperly calculated when using Perspective - Fixed a bug where shadow rendering would tear when objects in translation needed them - Fixed a bug where rotating in one direction, then back to the previous one will cause shadows to flicker in the Isometric System - Fixed a bug where Collision Flags would not set the correct flags due to direction issues - Fixed a bug where shadow rendering would shift, causing artifacts such as tearing - Fixed an accuracy issue where going backwards to a higher platform would cause lag, breaking the seamless interaction with Isometric System++ - Fixed a shadow rendering issue where data agent states would make shadows spaz and flicker - Fixed a bug where Perspective would cause shadows to stay solid forward, while backwards had a noticeable flicker - Fixed an issue where shadows would not stop rendering when they're supposed to be gone - Fixed a visual issue where Cole's feet would pass through the ground instead of being above the surface - Fixed an architecture flaw where Perspective Quadrants would be active when the player's Perspective is towards the intended Quadrant - Fixed a graphical issue where the Quadrant Function icon size would be inconsistent in positioning, even when kept within the same aspect ratios - Fixed an architectural mishap where if the game had a frame drop, Directional Perspective would be incomplete and have all objects misaligned - Fixed a precision issue with Isometric System++ where directional difference would not flag if Cole is moving towards or away from a point - Fixed a shadow rendering issue where Shadows would be chopped at edges, which would ruin Perspective - Fixed distance checking to now track NEGATIVE distance as standard Distance formulas only return positive - Fixed some Physics Matrix mishaps when renaming and reordering Layer Masks - Fixed a bug where the Iso-Rotation Pads would not display their correct textures when Cole was either facing the target Quadrant, or wouldn't revert back to normal once he wasn't - Fixed a bug where the last used Iso-Rotation Pad would not play its animation when activated - Fixed a bug where Isometric System++ would cause Cole's force build up level to temporarily deplete - Fixed a bug where Isometric System++ would cause Cole's force build up level to be counted as within the bounds of Gravity Influenced Force, exceeding the maximum base level to 5 instead of 3 - Fixed a bug where Isometric Vector data would not reset once transition was complete

Source

Steam News / 5 July 2022

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