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Report RSS Trapped in the Sky - Weekly update, 19th June

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This week I had a little trip to Toulouse in France and back for work this week so I was able to get a few hours on this again during the flight and the second beta is ready for deployment. I just need to package the various platform versions and host them.

So this past week was spent polishing the game and bug fixing. Although the 360 controller features have not been fully added into this next beta (I'm still thinking of how to implement the hacking part using the controller), the annoying snap at the four quadrants has been solved. It was actually embarrassingly easy. AGK, by default, sets the dead zone for the analogue sticks to 0.15, so now I just force the dead zone to 0.0 for a much smoother motion.

I also added a simple pre-damage sound so that it sounds like a part of the ship has exploded just before the alarm sounds. I think it adds a bit to the atmosphere.

I also slightly adjusted how player collision is done so that collision with non-occluding objects works as I wasn't happy with the fact you could walk over chairs and tables.

Still no feedback from Desura, so I'm now looked a itch.io as a hosting platform and any others I can find.

Anyway, after the beta are up I'll create a little video re-capping all the new features and post it up.

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