Difference between revisions of "Patch notes"

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==Prototype==
 
==Prototype==
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=== 0.1.5822.001===
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Patch for prototype on February 2, 2016:<ref>[https://www.othersideentertainment.com/forum/index.php?topic=1054.0 New Prototype Update - combat is in], [https://www.othersideentertainment.com/forum Otherside Entertainment User Community], Feb 1, 2016, 12:00 PM</ref>
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*Our lead designer Tim and engineer Will have fashioned the bones we can build upon for a robust movement system. They’ve decided – at least, for the moment – to have full body awareness. That means that the body of the player is visible and reacts like any other physical object in the world. Momentum matters. Run faster? You jump further. Chain jumps together and you keep your momentum going. Stop for a second and your momentum is lost. If you pause while jumping wall-to-wall, you start sliding down the side of the wall. Sliding down a slope is fast and running up a slope is slower than on a flat plane.
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*Secondly, we’ve stood up the beginnings of combat. There are three attacks so far: a light swing, an overhead swing, and a stab. There’s a bad guy wandering around the space who’s just itching to be hit.
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*That’s the feeling we’re going after – but with more robust tactics, movement, and better use of the 3D space than was technically possible in the original games. Enemies with have ‘tells’ so the player can learn to react to them properly. We’re still looking at other complexities like locational damage, status effects, dodging, and blocking. How complex we push the AI in combat is being experimented with, but we expect them to have far more options than “ARRGH kill the player!” and “Oh, no! I’m hurt! Run away!” If they have spells, they’ll use them. If they’re carrying a magic weapon, you can be sure it’ll be equipped.
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=== 0.1.5817.001===
 
=== 0.1.5817.001===
 
Patch for prototype on December 21, 2015:<ref>[https://www.othersideentertainment.com/forum/index.php?topic=979.0 Playground Playable: Something new today... WALL-RUNNING!], [https://www.othersideentertainment.com/forum Otherside Entertainment User Community], Dec 21, 2015, 04:20 PM</ref>
 
Patch for prototype on December 21, 2015:<ref>[https://www.othersideentertainment.com/forum/index.php?topic=979.0 Playground Playable: Something new today... WALL-RUNNING!], [https://www.othersideentertainment.com/forum Otherside Entertainment User Community], Dec 21, 2015, 04:20 PM</ref>

Revision as of 23:24, 1 February 2016

Prototype

0.1.5822.001

Patch for prototype on February 2, 2016:[1]

  • Our lead designer Tim and engineer Will have fashioned the bones we can build upon for a robust movement system. They’ve decided – at least, for the moment – to have full body awareness. That means that the body of the player is visible and reacts like any other physical object in the world. Momentum matters. Run faster? You jump further. Chain jumps together and you keep your momentum going. Stop for a second and your momentum is lost. If you pause while jumping wall-to-wall, you start sliding down the side of the wall. Sliding down a slope is fast and running up a slope is slower than on a flat plane.
  • Secondly, we’ve stood up the beginnings of combat. There are three attacks so far: a light swing, an overhead swing, and a stab. There’s a bad guy wandering around the space who’s just itching to be hit.
  • That’s the feeling we’re going after – but with more robust tactics, movement, and better use of the 3D space than was technically possible in the original games. Enemies with have ‘tells’ so the player can learn to react to them properly. We’re still looking at other complexities like locational damage, status effects, dodging, and blocking. How complex we push the AI in combat is being experimented with, but we expect them to have far more options than “ARRGH kill the player!” and “Oh, no! I’m hurt! Run away!” If they have spells, they’ll use them. If they’re carrying a magic weapon, you can be sure it’ll be equipped.

0.1.5817.001

Patch for prototype on December 21, 2015:[2]

  • The last few weeks we've mostly been working on other features, but it has received some love in the form of bugfixing and a new movement ability: wall-running.
  • To Wall-run simply sprint forward (Shift + W) at about a 30 degree angle from a wall and jump into it.
  • Also, you can jump off the wall if you hit space while wall-running.
  • You can also enter a wall-run by swinging off a rope and jumping into a wall at a good angle.

0.1.5816.266

Patch for prototype on December 4, 2015:[3]

  • jumping and ropes improvements
  • Improvements to the mantle-er
  • lights performance
  • ground slide has a proper animation tied to it now
  • you can ground slide by landing and holding crouch on an angled surface!
  • getting out of the jumping state no longer sets your velocity to zero (this was killing your momentum when jumping onto ropes, and when landing on staircases, boxes, etc)
  • detecting ropes is a little bigger/easier as well as more refined (if part of the rope is bent and part isn't you will grab the one that isn't. Before it would fail early if any part was bent past 45 degrees)
  • bug fix: landing would sometimes make your guys arms hold up forever.
  • pressing crouch to fall off a rope will no longer have you in 'crouch toggled on' mode when you land
  • faster jump/land animation speeds
  • ground slide physics is now an editable asset (instead of instancing one)
  • basketball now has bouncy physics that make sense (yes, the NBA has regulations on it)
  • bowling pin now has proper physics as well
  • Removing the 'glint' intractable on objects.It was an interesting experiment, but feedback proved it wasn't good
  • Grab objects is now faster.
  • picking up objects now shows a different (heavy) icon for objects that you can't "lift" (anything over 20kg)
  • move+bind plant now attach the marionette to the object's center of mass instead of its transform position (the explosive barrel and some other things would have a strange looking offset)

0.1.5805.3091

Initial playable prototype provided to Lore Seeker backers and above on November 24, 2015

References