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:
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 :)