Game Jam Fix
I see a lot of the same comments coming up about the jam game, some of them I knew about, some I hoped I had fixed but keep showing their ugly head anyway. All of which is good feedback, and appreciated. Checking the rules, it says I can make bug fixes, as long as I don't add new features, which is fair enough (although after the rating period, I have some cool ideas I'd like to add).
So here's a bunch of changes I've made over the last day, that should hopefully make things better. Not perfect, but better.
* Monsters walking in place - this was actually intentional, however not well conveyed what was going on. The secret is that the monsters cant come into the light, or attack you while standing under street lights. That's why there's a bunch of them near the start, but not many in the later areas, to increase difficulty. They stop and wait a bit to see if you come out of the light, otherwise they go back to eating, until you leave the light and get close enough to them for them to smell the treats. However the walking looked crazy, so now they stand there. I actually have animations made where they would try and circle around the light trying to see if they could get close enough to take a swing at you. But it never worked properly. Too big to fix and call it a bug fix.
* Monsters stuck hovering in the air - raycast issue I think. It used to happen a lot, I thought I had it solved. I couldn't replicate it, but I took a guess what they were hitting to stop them standing on the ground, and made a few changes. *edit* I've now replicated it. It's pretty funny.
The monsters had a lot of their code cut for time, so once I can add new features, I want to add their patrol and ambush features back. There is one monster near the church that would climb out of the ground, looked great, but then it would get confused and keep walking back to its start position under ground. One monster didnt justify the time needed, so cut it.
* Dropping treats - this was from an earlier version of the core concept which was more Death Stranding like, where stability was key. It did get annoying to get treats up the mountain though because they will easily roll out. So the simple fix was to stop treats escaping when you got near the mountain, and decrease the percentage chance of them to drop to something much smaller. I want to add visual feedback (as in, actually seeing treats drop), but it was a time thing. As that is basically a new feature, I'm not going to add it until after this is all over. On that note, the speed decrease as you loaded up with treats got boring because to level up needed much more treats, and force you to walk for long distances very slowly. I tweaked it a little, although the mechanic is still there.
* Too light - a few people said this too me, and I agree. My original concern was having the web build not handle a more complex light solution. I've darkened it a little, and enabled the fog for the distance. It's not much, but will do for now. I'd also like to add more reflective surfaces to the game at a later stage.
* Dash feature - there is actually a run feature by holding down left shift, thats always been there. Maybe remembering to mention that would have been a good idea on my end. I sped it up a little to make clear its doing something. I also want to add a stamina bar, it was on the list todo for a while (about the time I looked at the game and said "oh god, I'm making dark souls") but time and so on.
* Camera - this one has been an issue all jam. The initial prototyping was fine, but that was done in a large, wide open area. Also, on day two I changed the design of the game, which meant rebuilding the controller quickly, ending with something much more scrappy. When I designed the map to be tall buildings and a more cramped environment, it caused so many more issues again. Most of them to do with the camera flipping axis, which then affected the player movement. My fix was to jump to new angles when the current solution became unworkable. I'm guessing a lot of what people are calling glitches was actually intentional. However, it still had bugs, and the jumping feels violent and jarring.
I have reworked the code to solve as many many issues as I can, hopefully it should work better than it did before. It still wont be perfect, but I'm aiming for "better" as a goal post to begin with.
I also enabled the target dot, which makes it easier to understand where you are going to shine your torch.
I've left a copy of the original version as a download, and uploaded a new web and windows build.
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