v0.126: "The most I can do without cheating"
Wait! Before we get started here, I realize that I never properly documented the last patch, v0.1254. This was a second hotfix for 0.125, so nothing too major.
So, without further ado…
0.1254 Patchnotes
FIXES:
- Fixed scaling of ending screen
- Lowered main menu music volume
TWEAKS:
- Removed spoilers from Controls screen
There, that made me feel better.
Now, where were we…
0.126 Patchnotes
This isn’t really a code issue. In fact, I can’t think of a single programming bug that was fixed in this update… but the implications of what was tweaked are so egregious that I’m counting it as a bug.
In short, it’s about the pipes. The pipeworks area has been a nonstop hindrance for players. It gatekeeps all of the best parts of the game behind the terrible collision system and artificially drags out the experience. People get stuck on them and slam headfirst into a pitch black area. They can’t figure out how to get around them, because the whole room isn’t receiving light. They skip past them because there’s no clear way past. No, no, no, no, no. Terrible design, I should feel ashamed… and I do.
Also in this update, removing the fangs of the air system to stop players from constantly having their games ruined by an overzealous clock. This will give the player way more time to explore, and even with the default air tank, you can feasibly make it back to the surface in time. This no longer invalidates the existence of every memento beyond Fountainroom.
I want to add a warning system that makes an alarm when players reach 50% or 25% air, but that will wait until postjam as I have no precedence for such a feature.
I know that some people are going to say that these changes aren’t bugfixes, but I have done my best to make them while abiding by the rules. No items have been added, duplicated, or moved to new locations. No new content was created. I did not add a second resurface zone. This rebalance does the bare minimum to make sure people can get through the worst part of the experience, as I’ve yet to see anyone play the game coming even CLOSE to the intended route… mostly because the intended route isn’t even possible. It also does so entirely using mechanics and scripts that were already in the base game or even had counterparts already.
FIXES:
- Altered the shape of Pipeworks Tunnel gigapipes to remove clipping and clear space for players
- Material of pipeworks walls altered to slightly trigger bloom, enhancing visibility
- Fixed collision on a loose painting in the art gallery
- Fixed missing collision on a PA Speaker in the Engine Room
TWEAKS:
- Red Ball monetary value substantially increased ($1 to $350)
- Crowbar monetary value slightly increased ($550 to $650)
- World’s Best Mug monetary value substantially decreased ($950 to $550)
- Base air meter slightly increased (200 seconds to 225 seconds)
- Air Meter 1 cost substantially decreased ($2000 to $800)
- Upgrade Prompt message clarified (“AIRLIFT IN RANGE”)
- Resurface Zone now sends a message to user when leaving, just like when entering
- Increased lighting on Memento Preview window to prevent items from being too dark
KNOWN BUGS:
- The music transition to Ballroom feels off. In fact, the attenuation of Fountainsong is generally really weird. It’ll need more fine tuning.
POST-COMPO:
- There is still code in the base game for a Power Cell that lighting will be attached to. This mechanic will be completed later.
- The top floor of the exposed hole will be opened up after LD ends.
ONE FINAL NOTE:
- A Mac OSX build has been assembled. This is entirely untested, play it at your own risk.
==========================
Special thanks to ramblehousegames and everyone else that has played the game and/or given feedback! I’m starting to feel good about the future of this game, especially as unlike proceed there are mechanics and systems that could form a good basis for something greater.
Files
Get Resurface - An LD48 Compo Entry
Resurface - An LD48 Compo Entry
Many treasures have been lost here.
Status | Released |
Author | anchorlight |
Genre | Adventure, Survival |
Tags | 3D, 6-degrees-of-freedom, 6dof, First-Person, Ludum Dare, Ludum Dare 48, Mystery, Unity |
Languages | English |
More posts
- Scoring Response, or, My Post-Mortem is behind schedule and I feel bad [LDJam]May 20, 2021
- Resurface 0.127 Release Notes: yesthisisthemovementupdateMay 04, 2021
- Version 0.1265 ReleaseApr 28, 2021
- 0.1251 ReleaseApr 28, 2021
- Official Score now available on SoundCloud and Bandcamp!Apr 27, 2021
- 0.1241 ReleaseApr 26, 2021
- Whoops, forgot to click publish!Apr 26, 2021
Leave a comment
Log in with itch.io to leave a comment.