Day 34 to 52 - The little things


So, the things I had shown you so far were my own contained experiments.

Eventually, I handed over the tutorial to my friends to try it out and...

it sucked.

Soooo many broken things. And so many missing quality of life features that I haven't thought about... and so I spent the last month hacking away at these. Focusing on the smallest of details to make the game feel good.

I'm still going at it! But I figured that, after a month, it was time to publish something new :)

I can't talk about everything in depth so here's a list of the more relevant things!

  • Many many many bug fixes regarding movement and combat
  • Many many many quality of life improvements such as:
    • Added actual i-frames to dodges
    • Player now gets out of sneaking when they attack
    • Added a slide to crouch when sneaking while sprinting
    • Controller optimizations
  • SFX! Many many found effects, and still have to add many more.
  • Began revisiting the tail and its animations! We're making some good progress there, thanks to the new Unity Spline system :)
  • We got a new sweet and shiny logo! :D
  • Finished Tutorial 1, but won't be showing that off yet, eh
  • Spent a good 2 or 3 days just tweaking jump parameters. That sucker is giving us some trouble. Now I understand why platforming games have whole test scenes to determine metrics
  • Speaking of jumping, added double jump!
  • Added some (improved) pipe climbing, also with the new Unity Spline system (thank u unity, luv u)
  • Added ledges!! Super fun stuff we can do with that now
  • Added tight ropes!! Also some super fun stuff here, it's been great
  • Added some particles, camera shakes, animations, etç etç that improve the feel of the game
    • Run and jump particles
    • Different cameras for sneaking and jumping
    • When you stop sprinting abruptly, there is now a stop animation
    • Entering/Exiting vents now has an animation
  • Lately I've been focusing on improving the AI
    • Been doing a looooot of bug fixes
    • Implemented a Search state for when the AI loses the player out of sight
    • Switched to the A* Project Pro asset and it's been fantastic compared to the standard NavMesh system (but I had to spend a couple of days reworking everything, still going through some of it tbh)
    • Settings things up for Investigate state, for when the AI sees another dead body AI, but this is not a focus for now

The focus at the moment is to polish everything as much as we can! Nothing else will be added in game until this vertical slice is feeling as crispy as friend chicken.

Here's a video of Tutorial 2, which has also been a major focus and playground for all of these new features (and will also likely be the Demo of the game, since it is where the tail is introduced).

Enjoyyyyy :)

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