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Blue  [开发者] 2015 年 8 月 25 日 下午 1:57
Update 0.1.9 Changelog + Hotfix
:heptagramred: New Feature: Trinket Manager! You can access it from the Trinkets menu. Use it to upgrade your collected Trinkets and unlock new Trinkets that you cannot obtain in any other way.

:heptagramred: 6 New Trinkets added to the game, old Trinkets were rebalanced slightly.

:heptagramred: Detail Texturing added to almost every surface in the game (special thanks to Vom, the Gelatinous Spider for pointing out this awesome technique to me!) For a before/after comparison, take a look at this: http://www.imagebam.com/image/987116431268546

:heptagramred: Improved overall pacing of the game. Enemy spawns now have a cooldown to prevent constant floods of enemies. Also the area sizes have been reduced.

:heptagram: Selecting bigger area sizes now rewards the players with more Trinkets (smallest area 1 Trinket, biggest 4 Trinkets)

:heptagram: Game will now pause when you press ESC or enter a menu while playing single player

:heptagram: Player animations better fittet to the player movement speed

:heptagram: Increased Weapon spawn chance from 66% to 80%

:heptagram: Pressing "B" while playing opened the menu. This was a left-over from testing.

:heptagram: Some menu Button colors changed to make them more obvious

As always, please leave your feedback and suggestions in the Steam discussion boards! They are very helpful for me to improve the game :)

Thanks and have a great day!

HOTFIX 0.1.9b Changes:
:heptagramred: The Enemy spawn cooldown could occasionally reduce the amounf of enemies that are supposed to spawn. This was unintentional and was corrected.

HOTFIX 0.1.9c Changes:
:heptagramred: Salem Servant animations and ragdoll fixed to prevent it from "exploding" or getting stuck in architecture as much as it did before.
最后由 Blue 编辑于; 2015 年 8 月 26 日 上午 6:36
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正在显示第 1 - 15 条,共 16 条留言
MoonCrystal 2015 年 8 月 25 日 下午 2:55 
Absolutely very cool update !

The cooldown is pretty awesome and make us be able to take a breath !

However, may be, there is a small balance to do with it. I wonder if the cooldown is not a few long ?

But not a lot just a few. I think it's great and make us be able to have more time to make some search,very great ! but may be a few less longer could be better may be ? Or may be the cooldown is adjusted regarding the level of difficulty we have selected ?

And as always I think the blood splash is a little bit bigger too much :p

Thank you for this update !
最后由 MoonCrystal 编辑于; 2015 年 8 月 25 日 下午 3:05
Dragova 2015 年 8 月 25 日 下午 3:06 
Keep up the good work! :B1:
CircumSamurai 2015 年 8 月 25 日 下午 3:16 
Finding the game very fun and challenging so far. Can't wait to see more weapons, enemies, trinkets, costumes, etc. in the future!
Blue  [开发者] 2015 年 8 月 25 日 下午 3:35 
Thanks guys :)
The cooldown is depending on the difficulty. Higher difficulties have less cooldown. Maybe there is some room for adjustment - some playtesting is required to see if the difficulty is now appropriate for many players or maybe it's too easy now.
Kaein 2015 年 8 月 25 日 下午 4:31 
I can say honestly a reduction in cooldown was needed. Even with multiple players sometimes you'd get trapped in a room for ages just fighting enemies and if it got too bad. I think it might be cool to have some enemies only spawns. Trapdoors from the floor or ceiling, darkened windows that act as portals. Creepy mirrors where enemies will climb out of. That sort of thing. You can have some good opportunities for jumpscares that way. Nothing would suck worse than going through a bunch of bathrooms looting only to have a dude jump out at you from one of the mirrors. That'll help so you won't clear a room and turn around and *poof* more dudes appear. After awhile that stops being scary and starts being like "ugh, again? I just killed them all!"

Just a bit of advice! Your game is fantastic so far and I'm looking forward to whatever else the future brings!
MoonCrystal 2015 年 8 月 26 日 上午 1:08 
Yes the cooldown was needed. I tried to play in the very first difficulty level : A very small problem in there : At the begining of the game, it takes a lot of time before the first encounter. May be something is to balance here, but I don't know, I am affraid that if in this particulary level of difficulty if something change, the game become too difficult for this particulary level. It depends of the cooldown, if there is one or two cooldown (one for the first wave spawns and one for the next.

If there are 2 cooldown, the first one could be balanced for the first level of difficulty to have the first wave comes earlier, if not I thing that should be a little difficult to change something (because after for the first level, it may become too difficult for this particular level).

A great idea to have more feedback before release any change in an official version would be to have an experimental branch ^^

Sorry for my english !
Blue  [开发者] 2015 年 8 月 26 日 上午 1:16 
Thanks for the feedback!
The cooldown had an issue that would occasionally reduce the amount of enemies to spawn. This was corrected.

I will continue to look at the enemy spawn and other parameters that affect overall game balance. Getting the balance right is a very important task and I appreciate everyone who keeps an eye on it and help me find the best balance for each difficulty setting :)
最后由 Blue 编辑于; 2015 年 8 月 26 日 上午 1:16
MoonCrystal 2015 年 8 月 26 日 上午 2:14 
Thanks !

I tried with the first level of difficulty after applying the hotfix.

Balance is great I think I don't know with other level of difficulty at the moment. For the first level, we start with something cool, one ennemy here and here and depending of what we are doing (take crest, or open color doors etc...) the difficulty levels up and take the game more and more agressive I think that's better now.

And as always (I know I say that all the time ;D) : Blood are too bigger on the screen when we miss some health !

Other thing : I don't understand how the trinket manager works, there is some clarification to do. What can we upgrade ? I tried to put the first small figurine and upgrade it with the first trinket we have (same level....) and nothing happens, I think it is clear. We don't know what can we do exactly, if this is normal or not or if we miss something.

Thank's for the update !
MoonCrystal 2015 年 8 月 26 日 上午 2:42 
I have something to add (sorry), I think there is a problem with ink bottles. With the latest hotfix, I have found 4 bottle in one game, that represents a spawning rate very high I think. I don't know if it's normal or not.
Blue  [开发者] 2015 年 8 月 26 日 上午 6:37 
Added another hotfix to fix Salem Servant animations and ragdoll. Sorry for this kind of patch-spam, but these issues I feel were top priority and needed a fix asap.
MoonCrystal 2015 年 8 月 26 日 上午 8:33 
You can patch always as you want, more patch there is more games we'll play ^^
Big fish 2015 年 8 月 26 日 上午 9:44 
I agree, don't worry about hot fixes. They are only needed right now.
Shamo 2015 年 8 月 26 日 下午 1:13 
how many people work on this game?
Blue  [开发者] 2015 年 8 月 26 日 下午 1:22 
Me and Jochen Buck, the 3d artist / animator.
Kaein 2015 年 8 月 26 日 下午 3:00 
I'm going to try the game again in a short while and I'll let you know what I think of the hotfix. Hopefully you struck a perfect balance of difficulty and fun!
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发帖日期: 2015 年 8 月 25 日 下午 1:57
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