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UPDATE #41: EVEN LESS MEMORY, BETTER CAMERA, MORE CONTROLLERS
We've discovered another problem with how we managed memory. This one comes from the old prototype code and, although we knew there was a potential issue there, we didn't realize how bad it was until we made some calculations on how much it was costing us. Turns out, in 64bit systems we were wasting from 500MB up to more than 1GB. In 32bit systems the improvements are a little less extreme, saving from 250MB to 700MB or so. We've modified how that part of the game is managed and, as a result, we think the game might run in systems with as little as 2GB of RAM. We'll contact players who were having issues with such setups, so they can test the game now. Together with the improvements brought from the previous update, we've reduced our memory budget in more than 1.5GB. That's hard to top. On Linux 64bits, for example, the game used 1.5GB and about 2.5GB in Update #40 when loading the Factory and Sewers, respectively. Loading a similar level now, those numbers are at 700MB and 1.3GB. We've been unable to surpass 1.5GB in our test runs with this build. On Windows 64bit, the gains are more noticeable, because the base usage is higher all around. From 1.7GB and 2.6GB, approximately, we've gone down to 1GB and 1.5GB. So, if you had problems because we ran out of memory, please try the latest build. It might just work now.
We were aware that the combat camera had issues. Our attempts to make it predict the right direction to look at, taking into account movement, walls and nearby enemies, worked from a technical perspective, but failed gameplay-wise. It moved in what would seem the wrong direction when there were enemies close and made running away from them harder than it should. So, after considering our options, we have decided to simply drop the predictive part of the camera. The combat camera is now a lot more stable and will not move on its own, except to slowly position itself behind the player after it moved for a while. We feel gameplay is much smoother now and combat involves more enemy reading and less camera fighting. Let us know how you think it works now. Also, because of this change, the special cameras we used throughout the third level are now redundant. Those customized cameras were created to avoid the combat camera issues in that level, where they were particularly problematic. Since those cameras were causing some hard to locate bugs and their reason to be was no longer valid, we've simply removed them. Except for a couple of special moments, the third level is managed with the default cameras, which should make things a lot easier.
After a long time, we have managed to acquire a couple of problematic gamepads, which we've used to, we hope, once and for all, resolve the issues we had with gamepads unknown to our default configurations. We have now created a default configuration for unknown gamepdas, which should map the first 4 axis and 8 buttons in a way that should let you, at the very least, navigate the menus. In many cases, going into the configuration should not even be needed. The other big issue was that, even if you managed to reach the controller configuration screen, configuring the axes did not work. We've reviewed the code used for that and fixed a couple of issues with axis mapping. Now, if the game detects the gamepad, it should be possible to configure it as you like.
Finally, in this release we have pretty much all languages translated. We might add one or two extra languages in the future, but the 7 languages we had promised to support are in: English, Spanish, Chinese, French, German, Italian and Russian. That's a huge percentage of the world's population, so we hope most of you, players, should be able to play Heart&Slash in your mother tongue. We would like to thank all who have helped us with this huge undertaking. Friends, players and professional translators alike.
And, as usual, a barrage of bugs have been fixed. Let's see them:
[ 2016-04-20 23:11:09 CET ] [ Original post ]
Hello again! Today we bring even more improvements: better memory efficiency (again), fixes to gamepad configurations and a much needed fix to how the combat camera behaved. Let's check them one by one.
MEMORY IMPROVEMENTS
We've discovered another problem with how we managed memory. This one comes from the old prototype code and, although we knew there was a potential issue there, we didn't realize how bad it was until we made some calculations on how much it was costing us. Turns out, in 64bit systems we were wasting from 500MB up to more than 1GB. In 32bit systems the improvements are a little less extreme, saving from 250MB to 700MB or so. We've modified how that part of the game is managed and, as a result, we think the game might run in systems with as little as 2GB of RAM. We'll contact players who were having issues with such setups, so they can test the game now. Together with the improvements brought from the previous update, we've reduced our memory budget in more than 1.5GB. That's hard to top. On Linux 64bits, for example, the game used 1.5GB and about 2.5GB in Update #40 when loading the Factory and Sewers, respectively. Loading a similar level now, those numbers are at 700MB and 1.3GB. We've been unable to surpass 1.5GB in our test runs with this build. On Windows 64bit, the gains are more noticeable, because the base usage is higher all around. From 1.7GB and 2.6GB, approximately, we've gone down to 1GB and 1.5GB. So, if you had problems because we ran out of memory, please try the latest build. It might just work now.
CAMERA
We were aware that the combat camera had issues. Our attempts to make it predict the right direction to look at, taking into account movement, walls and nearby enemies, worked from a technical perspective, but failed gameplay-wise. It moved in what would seem the wrong direction when there were enemies close and made running away from them harder than it should. So, after considering our options, we have decided to simply drop the predictive part of the camera. The combat camera is now a lot more stable and will not move on its own, except to slowly position itself behind the player after it moved for a while. We feel gameplay is much smoother now and combat involves more enemy reading and less camera fighting. Let us know how you think it works now. Also, because of this change, the special cameras we used throughout the third level are now redundant. Those customized cameras were created to avoid the combat camera issues in that level, where they were particularly problematic. Since those cameras were causing some hard to locate bugs and their reason to be was no longer valid, we've simply removed them. Except for a couple of special moments, the third level is managed with the default cameras, which should make things a lot easier.
GAMEPADS
After a long time, we have managed to acquire a couple of problematic gamepads, which we've used to, we hope, once and for all, resolve the issues we had with gamepads unknown to our default configurations. We have now created a default configuration for unknown gamepdas, which should map the first 4 axis and 8 buttons in a way that should let you, at the very least, navigate the menus. In many cases, going into the configuration should not even be needed. The other big issue was that, even if you managed to reach the controller configuration screen, configuring the axes did not work. We've reviewed the code used for that and fixed a couple of issues with axis mapping. Now, if the game detects the gamepad, it should be possible to configure it as you like.
TRANSLATIONS
Finally, in this release we have pretty much all languages translated. We might add one or two extra languages in the future, but the 7 languages we had promised to support are in: English, Spanish, Chinese, French, German, Italian and Russian. That's a huge percentage of the world's population, so we hope most of you, players, should be able to play Heart&Slash in your mother tongue. We would like to thank all who have helped us with this huge undertaking. Friends, players and professional translators alike.
BUGFIXING
And, as usual, a barrage of bugs have been fixed. Let's see them:
- Black planes visible in 3x3 4 doors factory rooms
- Translators added to credits
- SpaceLift pause menu progress meter
- Some weapon issues
- Check that the five security stations spawn
- Gopgore is bugged
- Thunder Hammer weird issues
- Incorrect marble room configuration
- Remove wings from QUASSY's satellites
- Last boss has issues
- Saved data backup in Win, Linux, MacOS
- Main menu is not painted sometimes
- Slash can be defeated in tutorial before ROBOLUTION
- [TiZ] White water (fixed on PS4, but could never reproduce on PC)
- Slash triggers weird particles in tutorial
- Reduce the XP multiplier in Space Lift
- [The Almighty 404] Camera goes out of lift.
- [(ISIG) JDEzekude] Ricochet stars dissapear eventually...
- Fix tutorial loop - After beating the tutorial, go to Factory right away
[ 2016-04-20 23:11:09 CET ] [ Original post ]
Heart&Slash
AHEARTFULOFGAMES
Developer
AHEARTFULOFGAMES
Publisher
2016-08-09
Release
Game News Posts:
56
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
🎮 Full Controller Support
Very Positive
(481 reviews)
The Game includes VR Support
Public Linux Depots:
- Heart&Slash Linux Depot [1.27 G]
- Heart&Slash Chinese Only Linux Depot [1.23 G]
- Heart&Slash Korea Linux depot [1.27 G]
Available DLCs:
- Heart&Slash Soundtrack
Heart&Slash is a 3D brawler that is set in a world where machines are all that remains from the Human civilization.
You play as Heart, an innocent robot fighting to escape the grip of the evil and all seeing machine QuAsSy (Quality Assurance Systems).
But make no mistake Heart&Slash is a hard game. Every death is permanent and means a new randomly generated level for you to start over with a different set of weapons and items you can use, new enemies to fight and secrets to explore.
Heart&Slash is an indie game developed by a small but passionate team. We have a tiny budget but big hearts, and we are giving it all to make this game (our first) the best we can.
Features (on final release):
-3 worlds to explore and fight in. Each world includes its unique enemies an bosses.
-Dozens of different weapons and equipment pieces (more than 100 in total) to customize Heart and your play style.
-Perma-death, but a persistent progression system that gives you more options as you play the game.
We hope you enjoy Heart&Slash as much as we enjoy making it!
Welcome!
You play as Heart, an innocent robot fighting to escape the grip of the evil and all seeing machine QuAsSy (Quality Assurance Systems).
But make no mistake Heart&Slash is a hard game. Every death is permanent and means a new randomly generated level for you to start over with a different set of weapons and items you can use, new enemies to fight and secrets to explore.
Heart&Slash is an indie game developed by a small but passionate team. We have a tiny budget but big hearts, and we are giving it all to make this game (our first) the best we can.
Features (on final release):
-3 worlds to explore and fight in. Each world includes its unique enemies an bosses.
-Dozens of different weapons and equipment pieces (more than 100 in total) to customize Heart and your play style.
-Perma-death, but a persistent progression system that gives you more options as you play the game.
We hope you enjoy Heart&Slash as much as we enjoy making it!
Welcome!
MINIMAL SETUP
- OS: Linux 32-64 bits
- Processor: intel i5 or betterMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: nVidia 550 or better.
- Storage: 1 GB available space
GAMEBILLET
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[ 842 ]
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