This patch will also be the version you can play at Herofest 2019 come by our booth! We are also showing of the game in Cologne at the Indie Game Fest.
We took the incoming feedback from our social media channels and also what you had to say while playing the game on the EGX in Berlin two weeks ago.
We added a complete new section to Level 6 which makes it the biggest yet. This alone will add another 10 minutes to our demo, putting it close to one and a half hour.
As always we are very happy to receive your ideas and feedback.
This patch will also be the version you can play at EGX 2019 come by our booth!
We added a complete new Level for you to explore. Also, at some places in the game you can finally explore in the depth. So we heard you when you asked to explore the backlground.
Please give us more feedback we are always very happy to receive your ideas.
We are now official member of the association of the German games industry. https://game.de/en/ We are looking forward to meet a lot of interesting and like minded people and potential partners for our current and upcoming endeavors.
This is a minor post GamesCom 2019 patch. We mostly reacted to your feedback and fiddled with the levels. A crate here, a few degrees rotate a lightbeam there. Also added a max speed value to the red bounce beams which gives a much more desired behaviour.
Fixed – UI in Level 2
Added – A maxspeed factor to red beams
Added – Placed boxes after fall down in abyss in Level 4
Added – Placed a box in first gravity puzzle in Level 6
This patch will also be the version you can play at our GamesCom 2019 booth (Hall 2.1 Booth A050). We reworked most of the movement to make it more „crisp“. A few bugs we had with the cinemachine are fixed as well. We also did a big rework of the tutorial level and added a completely broken part of the ship. Please give us some feedback about that section, because we want to add this damaged style to all the levels for more immersion into the storyline that is yet to come.
Let’s dive into the details:
Changed – Tweaked camera values to work better with the already built levels. Again xD
Changed – More responsive direction change, because physics!
Changed – Fog behavior with math.
Fixed- Debugged camera look ahead functionality
Fixed – Sometimes not jumping when in a corner. But you have to admit sometimes corners are cozy.
Fixed – Fog particles getting propelled with the ball upwards and activating undesired beams.
Fixed – Ball could sometimes collide with the physics field of the gravity beams.
Removed – We removed the wall jump also in the easy mode. We felt that is was not the right mechanic for this game and instead you are motivated to use the light-beams as intended.
Added – Slightly more gravitational pull on falling to add that „crisp“ feeling mentioned in the introduction.
Fixed – Minor house keeping and cleanup also fetched the dry-cleaning and made coffee.
Added – Level 1 – New damaged section with lighting effects and new models.
Added – Level 2 – Added two small container to make jumps on a gib one a little bit easier for new players.
Changed – Level 3 – Added a small platform for better handling of the barrel
Changed – Level 3 – Moved the platform at the first red riddle on the top right so the ball fits between the platform and the orange beam.
Changed – Level 3 – First red puzzle fix, beam angled more towards the right side
Changed – Level 5 – New colors on the color indicators of the lever riddle in the reactor level
Part three in the Series about Cracked Ice Material. This tutorial shows how to create a custom node in unity’s shadergraph and use it to make the repetative part of the graph more compact.
Unity version for the tutorial has to be 2018.3. due to changes in the 2019.1. version.
To not leave the 2019.1 users hanging we created another short video that directly builds on this one (If you are on 2019.1 and want to try it out, please watch the video above first and then this one): https://youtu.be/8rf0SlbJhcQ
This weeks Patch is a bigger one since we updated Unity to the 2019.1 official release, updated all the camera controls and much more. Also a lot of the demo level riddles got a little rework in reaction to feedback of the many active players / testers that we are lucky to have.
Fixed – A bug that let you gain infinite momentum when using controlls in the menu.
Added – Complete navigation control for all control types to the menues.
Changed – Increased general camera distance to the MARBLE.
Improved – Camera System to reduce shaking at edges and all in all much smoother movement with a better overview on what is happening.
Improved – Well we will see if it is an improvement but we updated Unity to 2019.1
Improved – Audio Mastering and levels
Improved – UI text messages have a dark and transparent background for better reading.
Improved – UI pressure bar fades color.
Added – MARBLE explosion.
Added – Player Crushable so you can crush yourself with lightbeams. Beware!
Fixed – Console Null reference when try to get last command but no commands in history.
Fixed – Some not belonging wall parts in the middle of the „role of shame“ part in level 2
Improved – Level 0 – Visuals for the first control room and (re)added monitor flickering
Improved – Level 0 – Visuals – Added Windows to see the space to better establish the setting.
Improved – Level 0 – First Introduction of lightbeams to avoid players dying to collision or getting out of bounds.
Improved – Level 2 – Middle part red bounce climb. Better interaction with the container and the understanding of the light beam mechanics.
Improved – Level 2 – First red bounce riddle and rebuilt with input from the players, now it is your fault 😛
Improved – Level 6 – Block beam now part of the hanging catwalk and moves with it.