Post news Report RSS Marshcht 2024 Report (new demo out wow)

Update comes early this month! Would’ve been 10 days earlier still if I was using Godot or Unreal.

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The important thing first: a new DEMO!

Only for Windows this one time: I’ve already updated this build about 10 times since I compiled the demo I thought was ready to go, therefore I quite expect to be fixing it further down the line, potentially 5 minutes after posting this. So l’ll keep it down to just one version to manage for now. I’ll have a Mac version next month (for Steam and the subsequent Kickstarter... hopefully).

I have also slightly updated the trailer. Added a few new images to the gallery, too.

Things done since last update:

  • Added random geometry;
    (the system required a few fixes from what I had a month ago and a slightly more sophisticated than the none-at-all optimization)

Image 57 Image 56


  • Completely reworked how switching between areas works;
    (had to, thanks to Unity’s barely working collision detection)
  • Optimized the build a fair bit in the cloud management department;
  • Several bug fixes, the biggest of which was a somehow gone missing crucial line in the music switching script;
    (no idea what happened there. probably shipped the previous demo like that. I assume some backups got mixed up)
  • Reworked the script behind areas' boundary highlight (when you approach an area's boundary). It is less optimized now but at least it actually works the way that code should work. Could be considered a bug, I suppose: a Unity bug. I have to work around so many of them tho: I don’t keep count. I would be writing a book instead of making a game if I did;
    (for some reason Unity just doesn’t run the "if nothing is hit" portion of a raycast code if the raycast in question has limited distance: it needs to be infinite, otherwise you cannot check for nothingness. well, you can, but it will just not register: it gets "stuck" on whatever it hits last. no errors, nothing about that in the documentation: it just doesn’t work (unless the ray is infinite). that last bit could be Unity’s slogan. they can share it with Bethesda)

Other small things planned last time are done too, of course:

  • Enemy placement;
  • A few more sound effects.

In other news!

I decided to do das Kickstartar a tad later. Possibly in Arpril, but no big promises at the moment. I want to make a Steam page first, but that will take a little bit (as I understand), and on top of that I will be away from my workstation for about a week pretty much starting now (not for vacation, unfortunately). The insanity I was hinting at in the last update is also starting soon, so I probably won’t get much done in April, but hopefully Cloudome will have a Steam page (and simultaneously a Kickstarter one) before May.

Plan for April:

  1. Steam page with demos for PC and Mac;
  2. Kickstarter (at least a draft);
  3. Working on code for new puzzles (won’t finish even 50% of it, but will bite into it at least a little bit).

Countdown to Early Access:

  1. Code for new puzzles;
  2. End state of the build / transition into the second part of the game;
  3. Save system;
  4. edit: oops forgot about more music.

Thanks!

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