Full notes
Full Venice 2089 update
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What changed
- Gameplay
- Performance
Venice 2089 changes
Heyo friends! 💜
Welcome once again to Nova's Diary, issue number... *check notes* 14 already?!?
Spring has arrived! No better time to jump on the myriad of things we've done this month!
DESIGN & STUFF
Given that it's springtime, this naturally means it's time for spring cleaning!
Now, before you comprehensibly come at me with torches and pitchforks for YET another month of "design updates", let me lull you by saying that it's not just bugsmashing that we've done this month: A whole plethora of design subjects have been discussed, changed and improved, and I'm going to show you the best bits!
Ta-Dah! A brand new image of the final Area, named Punta della Dogana. Unlike Santa Marta and Inner Dorsoduro, Punta della Dogana is much cleaner and well taken care of, considering it houses some of the more important administrative buildings of the city, as well as some of the few remaining monuments and landmarks.
It is introduced in the final arc of the game, and it features its own NPCs, quests and whatnot. (I would love to share more with you but as you know, this is pretty endgame and I wouldn't want to spoil the end for you)
Hey, doesn't that holo-sign look familiar? Yes it does!
One issue we noticed during playtests was that it was very difficult for new players to navigate Venice during the High Tide; most of the signs are submerged during this time, and with the pathing changes it makes for a difficult, albeit fresh experience for players that are still trying to memorize the level design. On top of that, we still believe we can add a little more "tech" into our future Venice, so we started thinking about an hybrid version of signage based on the traditional ones you'd find in Venice today (and hopefully in our 2089 too), but holo!
It's still our first iteration and it's probably going to get a lot of changes, but hopefully this new way of orientation (paired with some big-brain placement) will help players have an easier time exploring Venice!
This one isn't that big of a thing, but I very much like it and it deserves its own spot
Along with the new holo-signs, we also discussed on what other technological elements we could add into the level to better sell the "2089 but not that futuristic" vibe, and honestly WHAT BETTER CHOICE THAN A BUNCH OF ANTENNAE!
They are the perfect element of old-tech in a place that doesn't match the current year, almost like it's timelost, that is our brick-built, bright coloured Venice. Besides, they are so common throughout Italy (even to this day!) that if you've ever been to Venice, if you'd look up on the rooftops, they'd be filled with a mix of dishes and antennas.
They are easy to make, pose little to no problem from an optimization standpoint, and embellish the view during the High Tide!
Another thing I wanted to add to the design section is my intention of updating the game's Steam Page soon. Back when I made it, in December 2020, I basically speedrunned it, and so made it very similar to our Itch.io and Gamejolt counterparts (which at the time were booming, soo I thought "hey, this must be the way to go!")
But a year later and nearing release, it's kinda... Meh...
I feel there could be much more personality in our page, that can be shown for
Source
Changelog.gg summarizes and formats this update. How we read updates.
