Welcome to another update!
Last week we showed the mockups for the new doors (since most people seemed to have trouble with the old ones). This week we put them in the actual game, so here is a side-by-side comparison:

old
new
old
new
Hopefully the new doors are less confusing, but of course feedback would be highly appreciated ^_^
We also reworked the “locked” status in an attempt to improve clarity, and we added an “unlocking” transition:

And finally, we wanted the transitions between levels to be as seamless as possible, so considering the game takes place in a tower, elevators seemed like the most sensible choice:

if you look closely you will notice a short freeze when the new level is swapped in;
eventually I’ll stream the loading on a separate thread so the transition will be truly seamless.
And that’s all for this week! Some more overhauls will be coming next week, as the play-testing and subsequent feedback continues to help us refine the experience, but after that it will be back to new weapons, new enemies, new mechanics, and of course working on this summer’s upcoming demo :)
Cheers everyone!
Good Job! Keep up the good work!
Thanks for the kind words!
DEMO WHEN ? Neeeeeed! ;)
Some time in early-mid summer :) Hang in there!
Truly awesome work. Looking forward to your next update.
Thanks! It's coming next week ^_^
great!
Glad you like it :)
Shouldn't the elevator pole things go all the way down behind the actual elevator? Right now they stop at the top of the elevator platform thing :)
Cheers,
-Jordan
Hehe yeah, I actually hacked the transition in the existing level, so indeed the posts should go lower behind the elevator (they actually do a little bit, but the fade starts too soon so by the time the elevator has moved up the poles are so dark you can't see them - have to start the fade later ^_^')
Good call!
Sneaky dev trying to sneak stuff past us watchful subs :)