Howdy!
Public release time, with a load of tweaks and changes from the subscriber build that should hopefully make testing the intro out a lot smoother and more enjoyable; Tib's made a changelog here for you to take a look at, see what's been happening these last couple of weeks on their end:
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Hey everyone! It's me, Tib, I'll run through MOST of the changes since the last public update. There are probably more small things but I might not have kept track of everything, but here are the major changes:
-Added one new, and one old but previously inaccessible animation to the
gallery! The new animation is still WIP and has no audio yet!
-Expanded the intro sequence up until the meeting with RJ! Now it's also
obvious when the testbuild ends!
Now onto the smaller things:
-Updated the engine version (4.3)
-Re-worked the dialogue system to use animated sprites for dialogue instead of the much more inefficient “AnimatedTexture” resource
-(Thanks to Sephra) Made sure all dialogue textures face the same direction, making it much easier to position future characters on either side
-Reworked the Map loading system, so that it can be used with the save system that’s in the works
-Laid the foundation for the Input remapping system
-Added zoom / focus mode for the camera: The camera can/will now focus on important things during dialogue dynamically
-Switched the Physics engine to use Jolt
-Fixed an issue where the transition didn't get enabled properly after coming back up from the platform
-Fixed an issue where the player got teleported to the middle of the map when coming back from the explosion on the platform
-Fixed an issue where you had the option to skip the platform by using the second interaction option at the gate
-Fixed the player falling through the world after going back down to the platform a second time
-Fixed the lighting the second time the player went to the platform
-Fixed CanvasLayers having incorrect or inconsistent numbering, leading to
most GUI draws appeared on the wrong layer.
-The Player can no longer sprint if, during a cutscene, the player object is moved through code, and the player holds down the Shift key.
-Replaced the alarm sound with a much better one after the explosion, with echo included to make it sound more believable.
-Reworked the credits a bit, moved the sound attributions there.
-Improved the train-passby event in terms of audio.
-Added some extra dialogue to amber to explain why she was out for a bit
-Re-wrote a few dialogues with RJ to make sure they all fit in the dialogue box
-Lowered the volume of the dialogue typing sound
-Added a light occluder to the entrance after explosion while in the dark to make sure light doesn't leak through the wall in an odd way
-Added a version label to the pause menu, clicking it will copy the version number
-Added the "Train will arrive" display to the dark, after explosion area to fix continuity error
-Lowered the music in RJs room a bit
-Fixed inconsistencies with RJs room and dialogue
-Made the pictures fade in instead of just quickly appearing
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As for me, I've been working on a guy I hope to be able to get into the next update and his environment to go with it; the hope/intention is he'll be a travelling salesman of sorts, helping Amber out if she happens to come across him (heh) for a price, of course! Now that price is up for negotiation, you understand, and some of the services he provides do require a bit of a hands-on approach to installation, but really you'll find the things he has in mind pretty beneficial in the hazy purple streets of Cyprium!
Get it here!