Wormhole City Breakdown and Dev Log for Update 1.01.14
Developer Notes Hello everyone and thank you for your continued patience and support while Wormhole City's game development carries on.
Full notes
Full Wormhole City update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
0 fixes2 additions3 changes0 removals
Performance
UI and audio
Gameplay
Events
addedDeveloper NotesHello everyone and thank you for your continued patience and support while Wormhole City's game development carries on. I hope to reciprocate all of the passion that has been given to this project by the amazing people who send their feedback as tough decisions will need to be made this year. To preface and help understand the decision-making needed to be made, Zenrok Studios, when it comes to the development of Wormhole City, is a one-man effort that utilizes assets from different degrees of licenses to help lower production costs in making games. The aim of this approach, along with the release on Steam Early Access, was to gauge the interest players might have for making Wormhole City a full-time project. Unfortunately this plan and our game's performance resulted in alarming results while life's obligations has strained development time. The responsibility of Wormhole City's delivery in its ambitions were met by shortcomings that were not prepared for this first entry into the video game medium. With these circumstances in mind, the current plan is to iterate, add, and complete as much as possible and officially release Wormhole City in December 2018. Content and support is planned to continue after release until personal standards feels achieved. The pace of these plans and updates will hopefully show progress and programming improvements within the contents of Wormhole City as this update releases this year. https://youtu.be/fL-Po-OukKs
changedChangesGeneral Optimizations Proud to say individual acts now fully incorporate level streaming. This should substantially decrease load times as alternatives seem to take longer. Extensive coding and levels changes have been made to help this effort as more menu option essentials are put in place. Initial levels in the game now include more audio-visual cues and interactions, Improved user interface and HUD to Act 1 will show more events to encounter in each level. Levels had been expanded on to help give more clues into the story and the main character's conflicts.
changedChangesDesert Hovercraft vehicle changed Replaced previous vehicle in this level with a hover bike with improved controls and collision detection for current and any future driving segments.
changedChangesAir/Space vehicle replaced with mech flying There were many critiques with this flight level and to hopefully alleviate the aggravation players experienced, the space vehicle in this section has been replaced with flying mech gameplay, you are now able to fly or run using your mech with controls that should feel better than before. The space vehicle may return.
addedAct 2This new addition to the story takes place a few days after the events of Act 1 where Acero Astra combats the mental aftermath and fatigue from conflicts for power and control in space. Wormhole City Act 2 will include 3 extensive combat scenarios that take place in Urban, Water, and Space environments. The biggest gameplay change in Act 2 will be the camera and aiming controls for mech levels. With flying mechanics now involved, it became difficult to create a functional method to combat enemies above the player character. I hope this new gameplay style will exceed any enjoyment experienced from previous levels. Shifting camera angles will still be used for segments throughout the game. The plan is to add more weapons and functions that focus on mech combat as this project comes to conclusion.
Wormhole City changes
addedHello everyone and thank you for your continued patience and support while Wormhole City's game development carries on. I hope to reciprocate all of the passion that has been given to this project by the amazing people who send their feedback as tough decisions will need to be made this year. To preface and help understand the decision-making needed to be made, Zenrok Studios, when it comes to the development of Wormhole City, is a one-man effort that utilizes assets from different degrees of licenses to help lower production costs in making games. The aim of this approach, along with the release on Steam Early Access, was to gauge the interest players might have for making Wormhole City a full-time project. Unfortunately this plan and our game's performance resulted in alarming results while life's obligations has strained development time. The responsibility of Wormhole City's delivery in its ambitions were met by shortcomings that were not prepared for this first entry into the video game medium. With these circumstances in mind, the current plan is to iterate, add, and complete as much as possible and officially release Wormhole City in December 2018. Content and support is planned to continue after release until personal standards feels achieved. The pace of these plans and updates will hopefully show progress and programming improvements within the contents of Wormhole City as this update releases this year. https://youtu.be/fL-Po-OukKs
changedGeneral Optimizations Proud to say individual acts now fully incorporate level streaming. This should substantially decrease load times as alternatives seem to take longer. Extensive coding and levels changes have been made to help this effort as more menu option essentials are put in place. Initial levels in the game now include more audio-visual cues and interactions, Improved user interface and HUD to Act 1 will show more events to encounter in each level. Levels had been expanded on to help give more clues into the story and the main character's conflicts.
changedDesert Hovercraft vehicle changed Replaced previous vehicle in this level with a hover bike with improved controls and collision detection for current and any future driving segments.
changedAir/Space vehicle replaced with mech flying There were many critiques with this flight level and to hopefully alleviate the aggravation players experienced, the space vehicle in this section has been replaced with flying mech gameplay, you are now able to fly or run using your mech with controls that should feel better than before. The space vehicle may return.
addedThis new addition to the story takes place a few days after the events of Act 1 where Acero Astra combats the mental aftermath and fatigue from conflicts for power and control in space. Wormhole City Act 2 will include 3 extensive combat scenarios that take place in Urban, Water, and Space environments. The biggest gameplay change in Act 2 will be the camera and aiming controls for mech levels. With flying mechanics now involved, it became difficult to create a functional method to combat enemies above the player character. I hope this new gameplay style will exceed any enjoyment experienced from previous levels. Shifting camera angles will still be used for segments throughout the game. The plan is to add more weapons and functions that focus on mech combat as this project comes to conclusion.
Developer Notes
Hello everyone and thank you for your continued patience and support while Wormhole City's game development carries on. I hope to reciprocate all of the passion that has been given to this project by the amazing people who send their feedback as tough decisions will need to be made this year. To preface and help understand the decision-making needed to be made, Zenrok Studios, when it comes to the development of Wormhole City, is a one-man effort that utilizes assets from different degrees of licenses to help lower production costs in making games. The aim of this approach, along with the release on Steam Early Access, was to gauge the interest players might have for making Wormhole City a full-time project. Unfortunately this plan and our game's performance resulted in alarming results while life's obligations has strained development time. The responsibility of Wormhole City's delivery in its ambitions were met by shortcomings that were not prepared for this first entry into the video game medium. With these circumstances in mind, the current plan is to iterate, add, and complete as much as possible and officially release Wormhole City in December 2018. Content and support is planned to continue after release until personal standards feels achieved. The pace of these plans and updates will hopefully show progress and programming improvements within the contents of Wormhole City as this update releases this year. https://youtu.be/fL-Po-OukKs
Changes
General Optimizations Proud to say individual acts now fully incorporate level streaming. This should substantially decrease load times as alternatives seem to take longer. Extensive coding and levels changes have been made to help this effort as more menu option essentials are put in place. Initial levels in the game now include more audio-visual cues and interactions, Improved user interface and HUD to Act 1 will show more events to encounter in each level. Levels had been expanded on to help give more clues into the story and the main character's conflicts.
Desert Hovercraft vehicle changed Replaced previous vehicle in this level with a hover bike with improved controls and collision detection for current and any future driving segments.
Air/Space vehicle replaced with mech flying There were many critiques with this flight level and to hopefully alleviate the aggravation players experienced, the space vehicle in this section has been replaced with flying mech gameplay, you are now able to fly or run using your mech with controls that should feel better than before. The space vehicle may return.
Act 2
This new addition to the story takes place a few days after the events of Act 1 where Acero Astra combats the mental aftermath and fatigue from conflicts for power and control in space. Wormhole City Act 2 will include 3 extensive combat scenarios that take place in Urban, Water, and Space environments. The biggest gameplay change in Act 2 will be the camera and aiming controls for mech levels. With flying mechanics now involved, it became difficult to create a functional method to combat enemies above the player character. I hope this new gameplay style will exceed any enjoyment experienced from previous levels. Shifting camera angles will still be used for segments throughout the game. The plan is to add more weapons and functions that focus on mech combat as this project comes to conclusion.