LD47/proceed - Patch 3 (Version 0.135)


PATCH THREE / v.0135
"Anybody ask for more boxes?"

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Synopsis:

This patch was originally just going to be a quick tweak that I wanted to ship with 0.13.  I rushed the patch out to fix a critical soft crash, and unfortunately never got the chance to ship a movement fix that would stop the player from moving on respawn.

This bug came from angular velocity on the player Rigidbody.  I disabled standard velocity, but the ball was still spinning when it hit the ground and would gain just enough momentum to cause a problem at this point.  It was rarely an issue when passing the intermission room, but players that fell off the map while moving leftward would frequently find themselves frustrated by this issue.

Unfortunately, in fixing a glitch with respawning boxes back in 0.13, I accidentally opened the door for a new edge-case problem.  Special thanks to Blue Pin Studio for finding this and letting me know!  It was discovered that for every loop that takes place after Red is destroyed, the boxes would fail to clean up.  This happened because I was finding the prefab based on name alone.  The boxes already had a working tag system and once this problem was known, it was an easy fix.

There's only about four or five lines of code alterations in this patch, but nonetheless these tweaks are vital to the game.  Hopefully I didn't open up any new cans of worms in doing this!

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Patch Notes:

  • Fix: Player speed, angular velocity, etc. will always be 0 on respawn
  • Fix: Warehouse cleanup script leaves extra objects behind if looping after Red is destroyed (v0.12 regression)

Platforms:

  • Windows 64-bit
    No surprise here.
  • Linux 64-bit*
    I have not tested this build at all.  Your mileage may vary!
  • WebGL
    While I dislike WebGL for its performance cost, its convenience is important to a lot of users.  I have uploaded a WebGL build of v0.135 as a fallback, available on its own unlisted ItchIO page.

Source Code:

The source code for 0.13 will not be released.  0.135 is basically identical, save for two very small bugfixes in GameManager.cs.

==
Postjam Build

In roughly a month, I will be sharing more details on the Disqualified Cut of proceed.  This post-jam build will be the last planned update for my game, and will launch after Ludum Dare has come to a complete close.  I plan for this to be relatively soon after LD47 ends, but don't have any official deadline or estimate and given the state of things in general right now, this timeline may be subject to change.

Also, proceed as a name is kind of taken already, so I may need to get creative here.  I've got a few ideas.  We'll see what happens!

I expect this to be a short prototype of a larger project featuring largely the same content, but with internal revisions to improve content workflow.  I will also be working to improve the gameplay loop drastically and add pieces of the larger story, as well as some cut content that I'm dying to share.  This will also be an opportunity to clear up some of the confusing and inconsistent level design issues of the compo entry.

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Closing Thoughts

Unless something else crazy happens, this will most likely be the last patch of proceed as you know it.  Thank you for giving my game a chance!  LD47 has been an incredible experience and I can't wait to apply what I've learned over the last week to my future projects, which may or may not include a fully realized version of the game here.

Files

LD47 - Patch 3, 64-bit (v0.135) 127 MB
Oct 08, 2020
LD47 - Patch 3, Linux 64-bit (v0.135) (YMMV) 133 MB
Oct 08, 2020

Get proceed - a Ludum Dare 47 Compo Entry

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