Hey all, it's been a while since I updated this game, and I saw that a new platform for multiplayer has been updated, so to comply with modern standards, - Recompiled with modern frameworks. - Multiplayer lobby system restructured. - New GDPR validated online server. - Easier server region management. - Multiplayer room code cleanup. - Adjusted furniture weight and collissions. - Fixed a handful of typos. - Corrected lighting in some rooms. - Added sound effects to "mute" objects. Wishing you all a wonderful upcoming halloween.
[ 2018-10-08 09:03:55 CET ] [ Original post ]
Hello all. As per tradition, I am putting up a little booth at the Danish convention Genki in the beginning of August. It will be all about showing off our games, talking to gamers from all walks of life, and answering any questions you might have. We are also giving away free Steam codes, tshirts and other nifty stuff. If you pass on by, don't be afraid to come and say hi. We will be located in the main gameroom area in expo hall 3. Take care, and hope to see you there :) / Gecko the Dev
[ 2018-07-29 13:12:39 CET ] [ Original post ]
The Steam Summer Sales have hit once again, and the Professor is not afraid of a little competition. Therefor, Last Will is now 70% off for the entire Summer Sales period. We hope you will enjoy my little game of mansions and mystery.
[ 2018-06-21 20:34:28 CET ] [ Original post ]
A solid thanks to Unstoppable for helping point out some bugs in Last Will. This update should fix most, if not all things mentioned, plus upgrade the shader/rendering toolset to a more modern version.
Lighting
- Optimized some lighting and dithering calculations.
Entrance hall
- Fixed bug where notes hidden underneath the couch could not be accessed. * - Fixed issue that would cause the word spinners to not register their initial letter. *
Wine cellar
- Fixed issue that could cause flickering doorframes.
Stairwell entrance - Episode 3
- Adjusted lightning and wetness of stone textures.
Guest wing
- Adjusted outer wall parameters so walls would not spawn through certain windows.
Multiplayer
- Fixed issue that could accidentally toggle timed/casual mode when changing episodes. - Fixed some tooltip issues.
General bugs
- Fixed a lot of bugs that could cause black screens. - Fixed a bug that would allow load/saves in situation where it was intentionally blocked. - Some achievements didn't fire correctly, they are now resolved.
[ 2018-02-28 12:43:40 CET ] [ Original post ]
A solid thanks to Unstoppable for helping point out some bugs in Last Will. This update should fix most, if not all things mentioned, plus upgrade the shader/rendering toolset to a more modern version.
Lighting
- Optimized some lighting and dithering calculations.
Entrance hall
- Fixed bug where notes hidden underneath the couch could not be accessed. * - Fixed issue that would cause the word spinners to not register their initial letter. *
Wine cellar
- Fixed issue that could cause flickering doorframes.
Stairwell entrance - Episode 3
- Adjusted lightning and wetness of stone textures.
Guest wing
- Adjusted outer wall parameters so walls would not spawn through certain windows.
Multiplayer
- Fixed issue that could accidentally toggle timed/casual mode when changing episodes. - Fixed some tooltip issues.
General bugs
- Fixed a lot of bugs that could cause black screens. - Fixed a bug that would allow load/saves in situation where it was intentionally blocked. - Some achievements didn't fire correctly, they are now resolved.
[ 2018-02-28 12:43:40 CET ] [ Original post ]
Deck the halls and clean for bugs, this updates contains a stocking-full of fixes :
- Multiplayer server changes are now applied immediately.
- Mouse sensitivity rewritten, and is now evenly applied verticly and horizontally.
- Settings like audio and graphics settings are now backed up in the cloud.
- Settings menu can be accessed from within the game.
- Load/save UI reworked.
- Fixed Gallery broken shader bug.
- Fixed ceiling in the office.
- Fixed falling hole in the room with the apples.
- Adjusted hints, position and clue lighting.
A big thanks to anyone reporting bugs. It really helps.
And if I don't manage to make a build before, I wish you all happy holidays :)
[ 2017-12-20 20:16:50 CET ] [ Original post ]
Deck the halls and clean for bugs, this updates contains a stocking-full of fixes :
- Multiplayer server changes are now applied immediately.
- Mouse sensitivity rewritten, and is now evenly applied verticly and horizontally.
- Settings like audio and graphics settings are now backed up in the cloud.
- Settings menu can be accessed from within the game.
- Load/save UI reworked.
- Fixed Gallery broken shader bug.
- Fixed ceiling in the office.
- Fixed falling hole in the room with the apples.
- Adjusted hints, position and clue lighting.
A big thanks to anyone reporting bugs. It really helps.
And if I don't manage to make a build before, I wish you all happy holidays :)
[ 2017-12-20 20:16:50 CET ] [ Original post ]
This weekend, I made a derp mistake. I pushed a version untested out in production, that should only have been for a closed circuit. This is now fixed, and the game should be back to being playable again.
I'm sorry for the messup, and I hope people that experienced the buggy mess will give it a second try.
I will spend this evening eating christmas cookies and looking for any other bugs I can find and fix :)
Stay warm out there.
[ 2017-12-12 18:27:25 CET ] [ Original post ]
This weekend, I made a derp mistake. I pushed a version untested out in production, that should only have been for a closed circuit. This is now fixed, and the game should be back to being playable again.
I'm sorry for the messup, and I hope people that experienced the buggy mess will give it a second try.
I will spend this evening eating christmas cookies and looking for any other bugs I can find and fix :)
Stay warm out there.
[ 2017-12-12 18:27:25 CET ] [ Original post ]
Thanks to some steamed help from Tenzinite and tgn8r, we found some more bugs that are now fixed:
- The F5 key (for if you get stuck or fall off the map) now works again.
- Fixed a bug that would mess up the locker in the Workshop.
- Fixed a bug that would mess up the Kryptex in the office.
- Fixed shader that would generate black squares where things should be hidden.
Still working on whatever causes the black nothing bug, it has been haunting the game for a while now, and can't seem to get rid of it...
[ 2017-12-02 07:37:38 CET ] [ Original post ]
Thanks to some steamed help from Tenzinite and tgn8r, we found some more bugs that are now fixed:
- The F5 key (for if you get stuck or fall off the map) now works again.
- Fixed a bug that would mess up the locker in the Workshop.
- Fixed a bug that would mess up the Kryptex in the office.
- Fixed shader that would generate black squares where things should be hidden.
Still working on whatever causes the black nothing bug, it has been haunting the game for a while now, and can't seem to get rid of it...
[ 2017-12-02 07:37:38 CET ] [ Original post ]
Hello everybody. We had some time here in the cold and dark November to do some tweaks, mostly for the multiplayer parts of Last Will. The most important part is that we changed multiplayer server provider, so hopefully we should get much more stability now. We also did some quick fixes : - Waterlevel of the Archives where the bottle would not float is now fixed. - The guest wing had some mechanical changes. - A couple of riddle tweeks and dozens of typos fixed. - Multiplayer lobby now displays invite key and server region.
[ 2017-11-29 19:26:40 CET ] [ Original post ]
Hello everybody. We had some time here in the cold and dark November to do some tweaks, mostly for the multiplayer parts of Last Will. The most important part is that we changed multiplayer server provider, so hopefully we should get much more stability now. We also did some quick fixes : - Waterlevel of the Archives where the bottle would not float is now fixed. - The guest wing had some mechanical changes. - A couple of riddle tweeks and dozens of typos fixed. - Multiplayer lobby now displays invite key and server region.
[ 2017-11-29 19:26:40 CET ] [ Original post ]
A bit delayed, but had a little time on my hands during the halloween, and therefor, a new patch is ready for you all.
- Redid the entire main menu.
- Redid the pause game menu.
- Lots of multiplayer rewiring.
- Fixed some shaders on paintings, removing that glossy look from the bugged ones.
- Fixed some drawer physics in multiplayer.
- Got rid of some trees and plants that was causing havoc on certain graphics cards.
- Fixed some compiler issues surrounding analytics.
- Made reading texts a bit more readable.
- Fixed audio bug when reading notes and pieces of paper.
- Made clues more readable.
- Readjusted a lot of light sources.
- Fixed some broken colliders and item triggers.
[ 2017-11-07 22:36:40 CET ] [ Original post ]
A bit delayed, but had a little time on my hands during the halloween, and therefor, a new patch is ready for you all.
- Redid the entire main menu.
- Redid the pause game menu.
- Lots of multiplayer rewiring.
- Fixed some shaders on paintings, removing that glossy look from the bugged ones.
- Fixed some drawer physics in multiplayer.
- Got rid of some trees and plants that was causing havoc on certain graphics cards.
- Fixed some compiler issues surrounding analytics.
- Made reading texts a bit more readable.
- Fixed audio bug when reading notes and pieces of paper.
- Made clues more readable.
- Readjusted a lot of light sources.
- Fixed some broken colliders and item triggers.
[ 2017-11-07 22:36:40 CET ] [ Original post ]
Working on a halloween-themed update, but for now, here is a batch of minor fixes and tweaks. # Entrance hall room - Adjusted color scheme. - Fixed clock backside. - Fixed entrance door mesh issues. # Workshop room - Altered light setup. # Pantry room - Fixed broken forks. - Adjusted font on the bell wall. - ADjusted scale of the room interior. # Global - Changed lighting shaders. - Fixed default fullscreen setting. - Improved version matching across multiplayer games. # Winning or loosing - Adjusted font sizes on end game screen. - Added a "Next episode" button for episodes 1-3. - Ensured that win/loss is better in sync across multiplayer sessions. # Hints - Fixed bug that could make the cursor disappear when requesting a hint. - Hinted objects now return to their original shader once found. - The object hint system now adds a glow on the items, making small items easier to find. - Metallic hint objects are no longer pink on some graphic drivers.
[ 2017-10-02 16:59:46 CET ] [ Original post ]
Working on a halloween-themed update, but for now, here is a batch of minor fixes and tweaks. # Entrance hall room - Adjusted color scheme. - Fixed clock backside. - Fixed entrance door mesh issues. # Workshop room - Altered light setup. # Pantry room - Fixed broken forks. - Adjusted font on the bell wall. - ADjusted scale of the room interior. # Global - Changed lighting shaders. - Fixed default fullscreen setting. - Improved version matching across multiplayer games. # Winning or loosing - Adjusted font sizes on end game screen. - Added a "Next episode" button for episodes 1-3. - Ensured that win/loss is better in sync across multiplayer sessions. # Hints - Fixed bug that could make the cursor disappear when requesting a hint. - Hinted objects now return to their original shader once found. - The object hint system now adds a glow on the items, making small items easier to find. - Metallic hint objects are no longer pink on some graphic drivers.
[ 2017-10-02 16:59:46 CET ] [ Original post ]
Hello everyone. It has truly been a while since I did a patch update, so to ensure everyone that this project is not over, here is one covering the last 3-4 patches. I have also been doing some price comparisons, and decided to lower the price of the game, to better reflect its overall quality. it is my first entry after all, and it feel only fair that it has more of an "indie" price point. - Recompiled everything with the latest Unity version. (should clear the annoying controller bug) - Resized fonts. - Resized text field so log pictures do not interfere with text. - Fixed chess room bug with missing floor tile. - Optimized build, it is now half its previous size. - Fixed some echo/reverb zones. - Upgraded dedicated host for multiplayer. - Various small tweaks and fixes.
[ 2017-08-08 13:47:30 CET ] [ Original post ]
Hello everyone. It has truly been a while since I did a patch update, so to ensure everyone that this project is not over, here is one covering the last 3-4 patches. I have also been doing some price comparisons, and decided to lower the price of the game, to better reflect its overall quality. it is my first entry after all, and it feel only fair that it has more of an "indie" price point. - Recompiled everything with the latest Unity version. (should clear the annoying controller bug) - Resized fonts. - Resized text field so log pictures do not interfere with text. - Fixed chess room bug with missing floor tile. - Optimized build, it is now half its previous size. - Fixed some echo/reverb zones. - Upgraded dedicated host for multiplayer. - Various small tweaks and fixes.
[ 2017-08-08 13:42:37 CET ] [ Original post ]
A new patch is out with a lot of minor fixes, and the following tweaks:
# Load / Save
- Rewrote saving/loading script. - Added a series of checks to prevent the dreaded "dark screen of death" on gamefile load. - Loading a saved game now respects lantern settings.
# Music
- Added two new tracks to the roundtrack. - Increased soundtrack variation between episodes.
# Spelling
- Went through the hintsystem and a lot of handouts to check for spelling mistakes. Fixed as many as I could find.
# Global
- Fixed dictionaries (bug was causing certain words to be missing / wrong) - Adjusted room lighting. - Hint system can now highlight missed objects.
# Main menu
- Changed the sound effects volume on interactable items. - New main menu mechanics. - Cleaned out derelect code about episodic release dates.
# Hint system
- Fixed bug that could cause first hint to never appear. - Fixed screenshot bug when asking for hints. - Hints now have singular entries in the notebook. - Hint system can now highlight overlooked items in the room, or items hidden some obscure place. - Hinted items will be shining, and can be seen through walls and furniture. - Tweaked pause menu sound.
# Archive
- Fixed some wordlist and word-validation issues. - Adjusted spread between random vowels and consonants. - Tweaked hints - Optimized book meshes for faster loading / better framerate.
# Chapel
- Balanced collision meshes in room for better multiplayer use. - Adjusted light settings.
# Master bedroom
- Tweaked clues.
[ 2017-04-22 13:47:07 CET ] [ Original post ]
A quick fix to patch up some Episode 3 regions that were a bit broken. - Workshop cog placement can now be done in any order, without breaking anything. - More hints added throughout. - Bunch of typos from the puzzle pool fixed. - Some furniture and props rescaled. - More props added to the random trinket pool. - Lighting changes.
[ 2017-03-15 01:44:34 CET ] [ Original post ]
# Transfer chamber
- Added missing puzzle. - Increased lightsources. - Fixed bug that could disable subtitles during transference. - Fixed elevator ending. - Added better multiplayer support.
# South garret
- Fixed floor, so it now plays the correct walking sounds.
# Master Bedroom
- Adjusted clues and hints in room to make the puzzle more sensible.
# Steam cloud
- Fixed some steam cloud issues. - Game progression is now also stored in Steam Cloud. - Turned on the Steam Cloud badge on the Steam store page.
# General fixes
- Fixed some echoing issues in certain rooms. - Increased randomization of a handful of rooms. - Tweaked the difficulty balancer, based on new statistic information, to better generate leveled runs. - Lowered the chance of certain rooms, which puzzles are deemed low quality / low randomizability. - Improved controller support.
[ 2017-03-11 21:49:14 CET ] [ Original post ]
A quick patch with mostly bug-related issues fixed. Hoping to roll out the new transfer chamber this weekend, with added puzzles and alternate endings.
Doors
- Fixed issues with doors unexplicably opening for no reason on certain machines. - Fixed so that locked doors can not be pried open with draggable furniture. - Fixed cabinet hinge issues in multiplayer games between linux and non-linux users.
Chess room
- Fixed rotation bug on chesspieces, so they no longer derp around. - Fixed missing bottom on said chess pieces.
Draggable objects
- Made object physics colliders more stable. - If objects for any reason disappear from the scene, they will spawn after a short while at their original position. - Fixed opacity of certain object markings.
Multiplayer
- Fixed some mac-related version control issues on multiplayer. - The lantern is back (as an experiment, we removed the lantern in multiplayer, but decided to bring it back again.)
Settings and savefiles
- Linux users are experiencing that their files are lost on certain versions, causing save files to disappear. We tried different solutions, and this version includes some linux-only fixes. - Fixed bug that made toggle-checkbox for fullscreen show the opposite of the reality. - Fixed some bugs that could case preferences to not be saved.
Misc
- Rescaled some furniture, which proportions to the player was whack. - Bolted some floating furniture to the ground. - Added a few riddles. - Added more high-res artwork. Replaced some old artwork that was either blurry or out-of-style with surroundings. - Rephrased the clues of the Workshop puzzle. - Optimized client build size and memory usage.
[ 2017-02-22 19:07:15 CET ] [ Original post ]
Still crunching on puzzles for the final chamber, there are ment to be two, one to power up the transfer machine, and one to activate the elevator (and escape).
Not done yet, but in the meantime, we have a small patch for you right here.
# The Laboratory (episode 4)
Instead of the existing puzzle, the new Laboratory can now generate new puzzles of the same sort, increasing replayability of the room. (all rooms with static puzzles are planned to be upgraded to more randomizable rooms) The difficulty will be random as well, but the upper difficulty step will be based on number of timed games completed.
# Transfer chamber (episode 4)
- Fixed entrance bug. - Repositioned room position, added stairwell.
# Prop bank
- New props : a hammer, a calendar and a rake.
# Achievements
- Fixed "True Heir" to be unlocked when all four episodes are completed in timed mode.
# Lighting
- Fixed that at least one lamp in each room will always be turned on.
# Grapics
- Fixed framerate running wild on certain machines.
[ 2017-02-01 18:00:56 CET ] [ Original post ]
Hello everybody :D
I am glad to announce that we are ready to push out an early build of the fourth episode : Thy kingdom come. These still have some work left in order to be more randomizable and replayable, but we are just happy to get them out there. The patch includes the four puzzlerooms and one storyroom, which will get its own puzzle as well soon.
These are:
- The Observatory - The South Garret - The Gallery - The Laboratory - The Transfer Chamber (storyroom, but will get it's own riddles soon) We have a bunch of half-done and three-quater-done rooms as well, and hope to land them across this week. I am terribly sorry about the wait of this episode, but to celebrate that the episode is out, we are slashing the price in half this week. We also cleaned up the achievement list, so it only contains achievements that are actually doable within the game as it is. If you are a hardcore 100%'er, we recommend reading LastNonak's guide (after ofcourse giving it your best try yourself first) We will be back Wednesday with a follow-up patch, containing the transfer chamber puzzles and hopefully more rooms.
Additionally, we had time to do some client fixes:
- Better graphics quality management. - Fixed some multiplayer furniture-dragging and physics bugs. - Fixed a slew of savegame issues. - Fixed missing inventory item art. - Corrected dozens of spelling mistakes. - Cleaner trading card art. - Tons of smaller fixes.
[ 2017-01-30 18:32:28 CET ] [ Original post ]
Hi all So, new years is already here, and I am sad to say that even though we had a lot of work done, the fourth episode is simply not ready yet. We do hope to have it done in the first week in the new year though. I will put up a testing version wendesday for those in the beta-bunch, and we will try it out and polish it through untill Saturday, where it should be ready to go live. We are also shooting a updated trailer for the game, since a sh*tton of things have happened since the first trailer, and the trailer should do a better job at reflecting the game. So, I will just finish off by wishing you all a happy new year, and thank you for your patience :)
[ 2016-12-31 14:26:58 CET ] [ Original post ]
Greetings all, and merry holidays to everyone out there. Episode 4 is growing closer to launch, and it seems like getting it done before years end is very much doable
Until then, I have made a patch with a handful of tuneups and fixes, both old stuff and new.
# The Chapel
- Fixed bug where unique items could spawn twice.
# Master Bedroom
- Fixed broken puzzle - Added a few more puzzles - Adjusted lighting and furnitures in the room. - Added a bit more fluff to the room.
# Isolated Study
- Adjusted room scale options.
# Item dragging
- Fixed pivot point for object rotation. - Object rotation now respects mouse sensitivity settings. - Closeup inspections also now respects mouse sensitivity.
# Props
- Replaced some low-res props with better ones.
# Dining hall
- Reworked the kitchen part of the dining hall.
# Passageway
- Fixed some mesh-texturing to fix area of "white plastic" on walls.
# Shelves and drawers
- Fixed a bug where drawers could cause items inside them to be cloned.
# Walking
- Tweaked the stepping system a bit, so the character has a harder time starting to climb areas he should not.
# Easter eggs
- Added a couple of seasonal easter eggs, tis the season.
# Riddles
- Couple of new riddles to the bank.
[ 2016-12-22 15:50:03 CET ] [ Original post ]
Hi everybody.
It has been too long since our last patch, and I apologized for that. These last months have been a kick in the groin for me, but it seems like things are finally getting back on track, and the same goes with this game.
We still have one episode in the works, and a handful of rooms in the other episodes that haven't gone live yet. I need to be cautious not to make too optimistic estimates, all I can say with certainty is that they will be complete before this years end.
The patch today contains mostly rewrites and optimizations, while we are working our way closer to our final goal, full VR support for both Oculus and Vive users.
This was my plan since the beginning of this game, but getting the equipment was easier said than done, but now we have the tools needed to fully develop and test for VR.
As for the rest of the backlog, I've taken December off from work, enabling me to both relax but also get the hacksaw out and finish up some more sweet puzzles, mysteries and riddles for Last Will.
Please enjoy this patch, and we hope to return to a steady stream of patch updates within a respectable time-frame.
# Dragging
- Ensures that a copy of the hovering icon does not appear when looking the opposite way. - Rewritten dragging engine, making furniture easier to drag, better multiplayer support and easier to rotate (right-click to rotate a dragged item)
# Multiplayer
- Fixed player label positions when people are standing very close. - Fixed some Russian and Korean symbol issues.
# Study parlor
- Fixed light positioning points.
# The Chapel
- Fixed faulty drawer bug.
# Entrance hall
- Fixed bug where a framed hidden photo would spawn in the middle of the room.
# Paintings
- Reworked multiple paintings shaders.
# Game room
- Reworked lighting settings for the room.
# The library
- Fixed randomization bug that could cause the library to almost never appear for some.
# Debug tool
- Fixed bug that could cause double labels for each items.
# Core engine stuff
- Fixed some margins for text areas, so they better stay inside the screen view. - Fixed a bug that could cause certain items to become non-responsive for no apparent reason. - Too many minor tweaks and fixes to mention.
[ 2016-11-29 22:07:43 CET ] [ Original post ]
Curses and swearwords... One thing I certainly learned in this project is that my estimation skills are rubbish, and certainly something I need to work on before I start any new project up. We sadly have to add some extra time to the clock for Episode 4. The rooms are going okay, but we want to make the story part of the game more solid, and therefor have to rework some things, reshoot some voices and so on. With extra time, we should have it ready at the 20th of October, and since the coming week is a national holyday week here in denmark, I will be able to pour all my time into it :) As a pleaser on the delays, we will be putting on some sales for the Steam Halloween Sales (dates are confidential, but it's gonna be good), where you can grab a copy of the game for a slasher of a price. We will post some updates once we get closer to the finish, since the new story hook will cause some changes in all previous episodes. I am really looking forward to showing you all the final chapter, and I fully appreciate your patience. ːoctodadː
[ 2016-10-16 08:29:33 CET ] [ Original post ]
# New room : The workshop
- While we are hard at work at episode 4, we thought it would only be fair to add a bit more meat to Episode 3, and we have therefor launched the Workshop. - Not much randomizors yet, but we have some cooking for later additions (just needs some time and some playtesting) - Spoken riddles and puzzle elements are now added to the pool. - Improved scripting surrounding drop-and-place items.
# Multiplayer
- Fixed some bugs that could cause shardsplitting and prevent players from teaming up.
# The Office
- New custom tarot cards.
# Conservatory
- Fixed bug where instruments would phase into the furniture. - Expanded range of instrument placement. - Fixed some flickering and phasing furniture props. - New instrument to the pool : Harp
# Episode 3 entrance
- Fixed some broken corridor meshes.
# Drawers
- Fixed odd audio issue that would cause some weird wooden sound issues for some players.
# Drop item placement
- Tuned up the scripting a bit surrounding drop-place plots. - Tweaked the shader of item slots.
# Misc
- Added some 4- and 5-letter riddles to the pool. - Fixed some texture coloring issues across all episodes. - Fixed a bunch of typos. - Fixed a bug where a floating box of unknown origin could appear in the middle of a doorframe. - Improved lighting when inspecting items. - Added real-world reflections to inspection view. - Windows leading outside now have a faint starlight shader, letting in a little bit of light. - Optimized raytracing for both light and interactions, which should help improve the framerate a bit.
[ 2016-10-13 11:10:26 CET ] [ Original post ]
Greetings all, Gecko the Dev here. I understand everyone is hungry for new rooms and puzzles, but I had a couple of core client things that needed to be fixed. It doesn't matter how many rooms there may be, if a player is unable to access any of them due to weird crashes :)
# Network code
- Updated the multiplayer network code to the latest versions on all three platforms.
# Memory allocation
- Fixed crash that would hit certain players right at game start. (Giving an understandably bad experience) - Fixed older graphics cards issue, where some materials would appear as bright pink.
# Controls
- Fixed a bug that would prevent the player from making their own ASDW control scheme. - Fixed some controller issues.
# Settings
- Fixed resolution menu where it would sometimes just say "Option 1". - Fixed fullscreen checkbox that sometimes would be toggled even if the game was not in fullscreen mode.
# Lantern
- Fixed a bug that could cause the lantern to do some weird skewing and collisions. - Lantern visibility can now be toggled in settings (for those that dislike it being in the way).
# Inventory system
- Fixed an issue where inventory icons would fail to load properly. - Optimized inventory load time.
# Meshes
- Optimized mesh data and fixed some broken mesh compressions.
# Client
- Fixed hardware statistics bug. - Cleaned up loadweight on first install. - Cleaned out around 100 mb of old graphical assets.
[ 2016-10-05 15:09:17 CET ] [ Original post ]
After adventuring through the ground floor and the basement, it is now time to tackle the second floor of the mansion.
I have rolled out the first five rooms, with the remaining ones still needs a bit of bolts turned and tweaked, but this will happend over the weekend.
We will see how people average and which hurdles are too easy/hard, and tweak the rooms accordingly.
# New room : Pantry
Sharpen your mathematical skills and toss around with apples.
# New room : Master bedroom
- A new puzzlebase using playing cards. Will enhance the room in a later update, to add more variety.
# New room : Conservatory
- Keep the tempo and play a fine tune, while never skipping a beat.
# New room : Greenhouse
- Explore the many plants and brush off your fine latin skills.
# New room : Isolated study
- A new take on the classic riddle room.
# Settings tweak
- Field of View can now be set in graphical settings.
# Room generator
- Optimized room generation flow.
- Added a bit more randomization into the shuffle.
# Misc
- Fixed some typos and casing on Interactor highlights.
- Tweaked the flow of the soundtracks on all three episodes.
- Rephrased some riddles and added a few to the riddle bank.
[ 2016-09-30 23:27:54 CET ] [ Original post ]
# Text files
- Players have been commenting on that the text reading page is very bright, while the game itself is very dark. - We have turned up the light in the game, while experimenting with a darker text displayer view.
# Riddle bank
- A couple of new riddles added to the bank.
# Client
- New Icon. - Some missing achievement icons for Episode 2 fixed. - Created achievements for Episode 3.
# Soundscape
- Tweaked the episode-specific soundscapes a bit.
# Archives
- Fixed unclickable clue paper.
# Game room
- Fixed some issues that would make the safe non-responsive.
# Corridors
- Fixed bug that would cause doors to simply disappear. - Fixed bug where open doors could claim to be locked. - Fixed chance of a floating painting without frame could appear in episode 1 corridors. - Adjusted corridor lighting.
# Interactables
- Added tooltip to highlight many interactables.
# Multiplayer
- Improved refresh rate on movable furniture across multiplayer.
# Main menu
- Menu elements no longer register when player has alt-tabbed out of the client. - Tweaked the introduction animation loop.
# Misc
- Sprint key can now also enable reverse spinning interactors (like letter spinners and such)
# Ratings
- Last Will has recieved its international age ratings. - Australian Classification Board (ACB) rated the game as : Mature - Classificação Indicativa Brazil rated the game as : 12+ - Entertainment Software Rating Board (ESRB) rated the game as : T for Teen - Pan-European Game Information (PEGI) rated the game as : PEGI 12 - Unterhaltungssoftware Selbstkontrolle (USK) Germany rated the game as : Ages 12+
[ 2016-09-29 12:28:38 CET ] [ Original post ]
Hi there, Gecko the dev here.
As you propably have noticed, we completely missed our launchmark this sunday. I was supposed to have the third episode ready, and it is not.
We have a saying that problems never travel alone, and we have been hit with a barrage of problems this weekend, from technical issues to health, money issues to simply bad planning on my part.
BUT, we have rescheduled the episodes, and have restructured our plans, and can now say the following :
Episode 1 : Released.
Episode 2 : Out, but will face future tweaks and a couple of more rooms.
Episode 3 : Will unlock Friday the 30th of September with 7 playable rooms as a minimum.
Episode 4 : Will unlock Fiday the 14th of October with 7 playable rooms as a minimum.
Ofcourse, we will also work on the client itself, since there is still some pesky bugs that persists.
While the waiting is going on, below are some screenshots of the upcoming episode, to show that we are not just sitting on our hands.
Again, I am terribly sorry for the delay, and rest assured I have learned a lot about game planning from this for future projects. Thanks for sticking with us ːoctodadː
[ 2016-09-28 07:50:05 CET ] [ Original post ]
Time and luck has sadly not been on our side, so I have decided to push the launch of Episode 3 : The Man the World Forgot to this sunday instead of today. During development of Episode 2 we met and fixed a lot of bugs, but still have quite a few on our plate, so that is what is dragging us down. On the upside, we have developed lots of tools to speed up the development process, and also some tools that would benefit greatly once our game enables Steam Workshop (with user created content). We will put up a few of the ready'est rooms for Episode 3 on the playtesting branch, just remember that things will still be tweaked and twisted untill Episode 3 is actually out. I hope you guys and gals will bare with us during this delay, but I can say that people have really been supportive so far, and we are getting closer and closer to our final release of a finished product, which really makes me happy. ːoctodadː There will be a patch later today consisting mostly of bug and network fixes, and with the episode launch date altered.
[ 2016-09-22 12:41:17 CET ] [ Original post ]
# The Reconstructed Bunker
Another room added to the roster, this one with slightly higher difficulty than the previous ones. We plan to return and redo some of the other Episode 2 rooms to make their difficulty match Episode 1 more. But for now, enjoy the newly added room, the reconstructed bunker. We are admittedly a bit behind on our schedule regarding Episode 3, but we are putting all effort today and tomorrow into getting it ready for you all. - New sequencer system. - Tweaked lighting and light combination system.
# Office
- Fixed bug regarding drawer state in multiplayer. - Cleaned key hint, since it is no longer in use.
# Darkroom
- Added missing clock. - Fixed some item descriptions to improve the flow.
# The Chapel
- Fixed some meshes to prevent holes in the world. Worldholes are bad holes. - Moved some obstacles around, to better enabled walking paths. - Fixed rendering glictes that could cause the back wall to fade out.
# Archives
- Moved lamps closer to the keyhole. - Added some hints. - Strengthened the game vocabulary with over 2000 words.
# Passageway
- Fixed vent orientation for on/off states. - Pipe placement now checks for correct combinations. - Fixed some multiplayer connectivity issues. - Adjusted bounding boxes for movement and collission.
# Mansion generation
- Adjusted script generating the mansion to combat repeatable rooms.
# Riddle mechanics
- Rewritten some riddle mechanics to allow larger variety. - Striking down on double riddle chances.
# Entrance hall
- Reworked placement areas to help puzzle hints place themselves better.
# Guest wing
- Reworked positioning rules for some items, making them easier to find.
# Item inspection
- Reworked item inspector to better focus on the center of the item.
# Corridors
- Fixed some wall positions to prevent glitching walls.
# Physics
- Fixed some broken collider system, that had a chance to snap and cause weird missing collissions.
# Client
- Optimized loading process. - Cleaned up some leaks that could lead to memory crashes.
[ 2016-09-21 17:15:23 CET ] [ Original post ]
While we have been keeping the pace with a patch a day, I have completely forgotten to do decent patch notes. So here is the patch of today, with some added stuff from previous days thrown into it. Development for episode 3 is well underway, as well as the late rooms from episode 2. They are undergoing some game balancing, and unlocked when we feel they have an acceptable balance of intuitive and difficulty. We hope to get the last episode 2 rooms out this weekend, and also to do some polishing on the client as a whole, and to shine up some episode 1 mechanics.
# New room : Wine cellar
- A new room with new puzzles. - Altered some rendering mechanics to enable new, reality-altering mechanics. - The madness of the old professor is slowly creeping into the physical realm.
# Affiliate campaign
- Improved tracking for affiliate campaign, and enabled direct-to-steam linking.
# Mansion generator
- Fixed bug that could cause some cornercase crashes.
# Game room
- Fixed glitching carpets.
# Storage Cellar
- Added some more props and statements to the mix. - Clues fixed.
# Office
- Fixed bug that could cause glitchery surrounding keyholes.
# Dining room
- Added security measures for item drops during multiplayer.
# Darkroom
- Fixed multiplayer issue if lit lantern disconnected. - Fixed some tooltips. - Fixed crazy hinges on cupboards.
# Multiplayer
- Fixed chat margins. - Added some chat messages on object interactions.
# Cross clients
- Brought Mac and Linux up to speed. - Improved some mac support capabilities.
# Achievements
- Fixed some broken polarids. - Added some extra stats, enabling some future progression achievements.
# Analytics
- Improved heatmap analytics system, to better understand how our players experience the mansion.
# Open beta
- The playtesting branch is now publicly available. - Shared keys with 200 youtubers.
[ 2016-09-14 22:08:20 CET ] [ Original post ]
It is time to crawl down to the basement, and discover the hidden secrets of the underground areas of the Mansion.
The second episode of Last Will is now opened, with its first seven rooms:
- Cellar Entrance (phase shift from episode 1)
- Darkroom
- The Chapel
- The Archives
- The Old Tower
- The Storage Cellars
- Stairway (transition to episode 3)
We are doing a very soft launch with these 5 active rooms, and if all goes well, we will unlock the following additional rooms over the weekend:
- The Wine Cellars
- The Boiler Room
- The Bunker Room
(plus two unnamed rooms still being sketched)
And just like with episode 2, we will expand and mold these rooms as we see players transverse them.
Also, a "Madness and Chaos" mode is coming as well, where you play a defined number of rooms, mixed and match completely randomly from all unlocked chapters, throwing architecture and common sense out the window.
We hope you will find your way through the mansion, and give these new rooms a try. As always, this episode is free, and so will all future episodes be.
[ 2016-09-09 02:09:47 CET ] [ Original post ]
# Corridor system
- As part of the massive rewrite of the mansion generation script, corridors and staircases can now appear as room transitions between the puzzle rooms.
- This serves as a good "airlock" between rooms, making sure that the engine doesn't overlap elements, and giving room designers (especially once the Workshop is open) the possibility to be more creative with their designs.
- We realize that this will make the mansion architecture even more "chaotic" but this is actually not a super bad thing to be honest.
- More corridor variations will come. Corridors will never contain riddles or puzzles, and are just ment as a segway between levels.
# Riddles
- Shaped up a couple of riddles.
# Clocks
- Removed the hands of some clocks during "free mode".
- Forced clocks to have no animation nor ticking sound during Free mode, enhancing the notion that time stands still.
- Added hint about missing hands on clocks in the hint randomizer.
# Game room
- Cleaned out some graphical errors.
# Controls
- Fixed bug where shift keys could not be set as a control key.
- Storing keys in a seperate save file. This should leave keymapping out of the corrupt save file bug.
# Multiplayer
- Implemented network cap on furniture and props being moved around.
# Dining room
- New rum bottle + rum location variations.
- Better etheral shader when placing items.
# Respawning
- Added system to improve the safeguard if the character is suddently not inside a room, to better detect and relocate the player.
# Guest wing
- Polished some letter shapes.
- New red indicator material.
- Puzzle adjustments.
- Changed light sources.
# Doorways
- Ensured that both doors creek open at the same time.
- Fixed door depth.
[ 2016-09-06 08:15:11 CET ] [ Original post ]
Greetings all good players out there.
Im sitting here with the pouring rain and streetlamps as a backdrop, throwing everything I have at fixing bugs in the game client. This weekend was supposed to be all about playtesting, but the schedule got hijacked by bug upon bug, that we admittedly should have caught sooner.
And tomorrow we were supposed to unveil episode 2, which is almost done, but woefully untested and balanced for difficulty.
I know people have been waiting eagerly for episode 2, but since the game client really needs some work, I have decided to push the episode launch plan four days ahead, giving us more time to playtest and getting stability to both the geometry glitches, the corruption on savefiles, the controlscheme and the multiplayer weirdness of the client.
It stings, but adding some time on the clock also have these benefits :
- The obvious extra polishing of the client, and thereby a better experience overall.
- Better experience for people joining the projekt now, since we can serve up a better small thing, than two unstable medium sized things.
- With the new release schedule, steam has promised to give each episode a small promotional umph, bringing players in once each episode is done.
- We will be able to spend the money we earned on presales on more voice recording and awesome artwork from our two resident artists.
- You will have the fine weekend to sink your teeth into the second episode.
- Any "spare time" will be spend improving on both Episode 1 and 2.
Now I know stalling in a game development project always makes thing sound shaky, and if anyone wants to just bail and claim a refund, I have no bad vibes coming their way.
But I do hope people will stick around, curious on learning more about the life of the professor, about the treasure that the mansion will hold, and wether they will crush the coming challenges with ease, or spend hours pondering over gears, rope, light beams, playing cards, typewriters, scrolls and fine wine (just to mention a few of the upcoming puzzle components)
So, the updated release schedule will look like this:
Episode schedule:
Episode 2 - The Path to Ruin Release date : 8th of September Episode 3 - The Man the World Forgot Release date : 22nd of September Episode 4 - Thy Kingdom Come Release date : 6th of October Also, we have decided to keep the rhytm going with a small little addition: Bonus Episode/Patch - The Architecture of Madness Release date : 20th of October Containing extra riddles, puzzles and maybe a couple of extra rooms to the existing episodes.
In conclusion
Delaying is never fun, but I hope that on the whole, this will be for the best. It doesn't mean that we are just dazing in the sun, we are working hard and all workdays this coming week will contain at least one major patch a day. So I will return to the coding cauldron, and I hope to present some good patches in the near future. See you all soon.
[ 2016-09-04 21:55:50 CET ] [ Original post ]
Been some rough days, and unfortunately the live build have not been very stable. We have set up some precautions going forward, to reduce the chance of this happending again.
I really appreciate people sticking by, even when bugs like these can be fustrating to the game experience.
I'm returning to my office tomorrow, so we can dig down and focus on episode 2, but that doesn't meen that this weekend has been passed idling.
# Item placement slots
- Fixed bug that could cause item placement areas to glitch during multiplayer, effectively replacing items with other items.
# Guest wing
- Fixed some faulty mosaic headlines.
- Rewrote the way the mosaics are generated, for more interesting combinations.
- Fixed blocky floor textures.
# Chess room
- Validation button now registers correctly over multiplayer.
# Game room
- Fixed some issues surrounding the dial pads, that made them seem inresponsive.
- Fixed some colliders that made you able to walk through furniture.
- Made sure that people with colorblindness or those that don't see color very well still can solve the puzzles.
- Removed purple and Orange ball, to reduce confusion.
# Doors
- Fixed gaping whole that could occur underneath doors.
# Game over / Restart
- Fixed disappearing cursor bug.
# Dining hall
- Fixed walkthrough wine rack.
- Added more variations to the puzzle algorithm.
# Spawn points
- Fixed spawn point glitchery.
- Resolved some issues about respawning during load.
# Multiplayer
- Fixed some inventory bugs.
- Lightened up the shadow shader.
- Grabbing items is now proclaimed to the rest of the group.
- Chat now announces when rooms are solved.
# Library
- Fixed some issues regarding light switches.
- Ingraved reset handle to hint more to what it could do.
- Added a bunch of new book names.
# Misc
- A whole lot of code cleanup and much cleaner processing during mansion generation.
[ 2016-09-04 14:20:16 CET ] [ Original post ]
# Game room
- Added the Game room to Episode 1 : The Game Room. - New item type: Safe. - Bunch of new artwork added. - New clock types. - Fixed some "etheral" and disappearing props.
# Movement
- Made it so the player will have a harder time climbing furniture he was not intended to climb. - Made the controller much more responsive. - Reduced delay when changing walking direction. - Ensured that an open notebook would not conflict with the game over screen. - Adjusted running speed while carrying heavy items.
# Office
- Fixed bug that could make tarot cards unresponsive.
# Guest room
- Cleaned up some letter shapes.
# Hint system
- Improved certain room hints. - Hints are now unlocked across multiplayer.
# Study parlor
- Piano now plays across multiplayer. - Some items are now movable. - Adjusted sound of electric buttons.
# Riddle system
- Strengthened riddle randomizer. - Doublecheck on matching riddles in multiplayer code. - Added a few more riddles.
# Achievements
- Fixed neat freak achievement.
# Office
- Fixed some multiplayer glitches.
# Dining room
- Cleaned up the item placement code, making it slightly less laggy. - Fixed some code up that could cause conflicts during multiplayer sessions.
# Misc
- Fixed some rogue colliders that could appear without any visuals. - Cleaned out some graphical junk for cleaner room transitions. - Fixed bug that could cause the cursor to be stuck on a fist. - Fixed some typos and sentence structuring. - Adjusted some high-pitch sound effects. - Fixed bug that would cause certain clocks not to ding. - Fixed blur backdrop on investigations. - Blur is now disabled on lowest quality setting (to enable more GPU power) - Some debug-only actions (like force-resetting the mansion) are now locked safely away. - Fixed bug that would make multiplayer characters stand in their default T shape, with no animations.
[ 2016-09-02 00:30:04 CET ] [ Original post ]
# Randomization - Tweaked the occurance chance of each room. # Lighting - Tweaked shadows in multiplayer a bit, for smoother performance. - Improved lighting caching on higher quality settings. - Tuned up the lantern light radius and strength a bit. # Hint system - Tweaked the triggers of the hint system. - Hints can now be discarded by just clicking the mouse. - Some hints will now no longer trigger, until you aquired the item they are talking about. # Dining hall - Smoothed out the stairs to the kitchen and the wine room, hopefully preventing some glitches and make walking sound less jittery. # Cellar stairway - Tooltip now tells that the exit door is there. - Some glitches surrounding the exit door cleared up. # Chess room - Tweaked the mechanics regarding pushing chesspieces around. - Fixed creepy bug where another chesspiece would fly through the room to greet you. # Multiplayer - Fixed some weird issues that could occur when playing multiplayer games alone. The engine now treats all solo multiplayer games as singleplayer, until someone else joins the game. # Client - Linux and SteamOS build brought up to date. - Cleaned out some gunk code, slightly decreasing the cpu use during loading. - Strengthened some safety parameters surrounding saave files. # Episode 2 - We are hard at work on episode 2, and have just added a new room and some new tracks to the second episode, making sure that each episode has its own look and feel.
[ 2016-08-31 18:53:45 CET ] [ Original post ]
Phew, it's been quite the launch, but there were still some kinks. We are still on track on getting Episode 2 out the 5th. and will push out patches daily.
// FEATURES //
# Multiplayer - It is now possible to decide if you want to have timed mode or not.
// BUG FIXES //
# Cellar entrance - Fixed bug where the victory screen would not correctly trigger, causing the player to be stuck in the tiny room without purpose. # Guest wing - Fixed broken rose bug. # Entrance hall - Fixed nightmare scenario where players could get trapped in the walls by accident. # Dining hall - Fixed bug where a hidden scroll would also be invisible. - Some hints added. # Controls - Tweaked sensitivity of controls a bit. - Mouse invert is now possible. # Multiplayer - Leave room button is now easier to hit. - Adjusted chat window in multiplayer lobbies to be less blocking. # Client - Cleaned out some unused assets to make the client lighter. - Fixed bug that had a chance to wipe some save files.
[ 2016-08-30 11:27:23 CET ] [ Original post ]
I am super excited to announce that Last Will is now available on Steam :)
We still have a long way to go, with 3 episodes and a lot of patches coming up. But we are relieved to see that the game can now be downloaded.
[ 2016-08-29 15:12:35 CET ] [ Original post ]
We are bracing ourselves to go live on the Steam Store in about half an hour. And as one could expect, we have fixes and additions put in today as well.
I can not describe how excited I am to finally show you all this project. And we will head on to finish up the Episode 2 to have it ready for the 5th.
Some additional rooms for Episode 1 is also in the backlog, so look forward to future patches.
# Main menu
- Added load game directly from the level select.
- Time limit not shown when in casual mode.
- No load/save warning on escape room mode.
# Kitchens
- Fixed some cabinet interactions.
# Library
- Added an additional clue system to help hone in on the magic word.
# Load / save
- Reassured some steam cloud save issues.
- New save icons. Old polaroids instead of snow globes.
# Victory / Defeat
- Better display of player progression.
# Settings
- Resolutions and windowed mode selectors.
- Improved settings view visuals.
- Added anti-alias slider.
- Improved UI on lowest quality mode.
- Fixed text anti-aliasing bug.
- Added a clean reset button.
[ 2016-08-29 13:33:09 CET ] [ Original post ]
The last 24 hours have set in, and we are slowly getting ready to release this baby to the world.
Servers tightened, steam giving thumbs up, just ironing out some bugs and installing last minute features.
# Guest wing
- Fixed walk-through doors.
- Fixed floating item bugs.
- Added some exploratory texts.
# Settings
- The notebook hotkey can now be configured.
# Chess room
- Fixed some dragging issues.
- Fixed up some materials.
# Riddle bank
- Added 6 riddles to the bank.
- Rewrote the clues of some existing riddles.
- Cleared out a bunch of typos.
- Improved system to ensure fresh riddles after playthroughs.
# Library
- Added some better book titles to the mix.
- Added some rare easter egg book titles.
- Upgraded globe mesh and texture.
# Dining hall
- Upgraded the prop system, and added some freedom to item location.
- Added some new props and variations.
- Fixed floating item bug (this time rewrote the code, so the bug should be all gone now)
# Entrance hall
- Added a bit more freedom to the location of clue papers.
- Fixed cornercase bug that could lead to jittery spinners.
- More varieties in statue selection.
- The music box (from version 0.68b) is back.
- Fixed a randomization chance that could lead to crashes or hard graphics tearing.
- Lamp next to the exit is not lit up once all riddles are solved.
- Added some riddles into the mix.
# Multiplayer
- When players join a game late (or reconnects after being thrown off) they are now correctly pushed forward to the current room, instead of starting over.
- Tightened up some multiplayer physics mechanics.
- Added "Lowest ping" as a server option.
- Victory is now unified throughout all playsessions.
- Fixed bug where two people picking up the same item would lead to dupe.
# Misc
- Cleaned up some graphical errors that could occur during the transitions between rooms.
- Fixed some issues considering doors moving and "crushing" players.
# Achievements
- Two new achievements "Full House" and "Did someone say Scooby snacks?" for multiplayer effort.
[ 2016-08-28 19:00:11 CET ] [ Original post ]
# Launch
- Exact launch specified : http://www.timeanddate.com/countdown/launch?iso=20160829T00&p0=69&msg=Last+Will+Live+on+steam&font=cursive&csz=1
# Save format
- Altered the savefile format. This might mess with old saves, but will enabled sharing of save files across client platforms.
# Multiplayer
- Complete overhaul of the server security setup. SSL up, ports reduced to a minimum, much stronger machines actually doing the business. - It is now possible (in settings) to change which multiplayer server you wish to connect to. This enables you to play with friends from all regions. - Japan and Australia have been given their own dedicated servers. - Chat is now available from the game lobby. - Chat is now easier to disable. - Better error catching.
# Guest wing
- New room (well, actually old buggy room that has been fixed) - Combinatorics and hidden object puzzles.
# Settings
- Intro animation is now toggle-able.
# Client
- OS X client brought up to speed. - Initial loading is now black instead of white, for smoother transition. - Reskinned doors. - Shortcut for hiding interface is now alt+Z instead of just Z.
# Unity
- Finally got my licence crossed over to the project. Which means no more hideous while splash screen.
# Props
- New prop loading system for bigger prop diversity. - Teapot is no longer identified as "silver" since it isn't. - Expanded collection of game props. - Currently only the guest wing utilizes the new prop system. Dining hall will be upgraded soon as well.
# Achievements
- Fixed the "Down in the basement..." achievement. - New achievement : "A sunday stroll" - Complete the first episode with over 30 minutes to spare.
# Misc bugs
- If the accident should happend and a player glitches through the floor, the player is now teleported to the last safe location.
[ 2016-08-26 07:55:12 CET ] [ Original post ]
# Update
It's never fun to have to push a release like this. Beyond the server, we also realised that we have way too many bugs in our backlog that needs to be dealt with. To clarify, the release date has been pushed to the 29th. This will not alter the release schedule of future episodes.
# Multiplayer
- Increased feedback from server if connection would have any problems. - Added some error listeners. - Strengthened connection timeout code. - Removed elements before connection is established.
# Optimization
- Greatly optimized loading time of the mansion.
# Load / Save
- Bug that would cause some glitchy load/save mechanics fixed.
# Settings
- Client now remembers settings between sessions properly, even on game crash. - Some audio settings added. - Exit window grown bigger. - Audio from creeking cabinets and drawers can now be toggled.
# Notebook
- Escape key now exits notebook instead of opening pause menu, when notebook is active.
# Tutorial messages
- Space and escape now skips tutorial messages. - Added some additional messages.
# The office
- Cleaned out some shaders. - Book props can now be examined closely.
# Library
- Fixed bug where some books could become unclickable. - Fixed hint system crossed wires. - Reset lever now has freedom to move around. - Improved audio feedback.
# Achievements
- Fixed snowglobe achievements for each room.
# Entrance hall
- Fixed bug where some letter spinners had to be spun, even if their original position was correct. - Fixed initial clicking sound. - Removed some old uncharming assets.
# Dinner puzzles
- Added some options for the generator to make the puzzles both easier and harder. - Improved shader for item placement indicator.
# Riddles
- Enforced a system increasing the chance of finding "fresh" riddles. - Added four riddles to the riddle pool.
# Misc
- Fixed bug that could cause some ingame objects to become unclickable.
[ 2016-08-24 14:57:08 CET ] [ Original post ]
Dire news :I It looks like we hit the maelstrom of some other-worldly mess at the same time as we planned launching. I took a decision to push the launch date a little bit, to ensure we have everything under control when people start playing it. Some servers seem to be under attack. I don't believe anyone is targeting our game specifically, but regardless it would result in us pushing out an experience that would be very shattered. On the good side, it means we can pack out a couple of more patches, since we discovered some issues that we felt like we didn't have time to answer. I hope people will brace themselves a couple of days more. Sorry for the panic, but this being my first release, I really don't feel like taking too many chances.
[ 2016-08-23 22:37:13 CET ] [ Original post ]
# Launch plans
We are getting all our ducks in a row, and getting ready for launching tonight. Hopefully it's just a press of a button, and we will be able to enable Last Will to be sold. We are gathering up tonight at 23:00 (CET +0200) to push the button, and have a cold beer that has been almost half a year in the waiting. We hope everything will go smoothly. Early access has been enabled for all our pre-order people, so they can get into the game right away. We have the entire week booked with patches and updates, while we are keeping a keen eye on both the server and the client. If some bugs should arise, we will jump them and fix them as soon as possible.
# Level selection screen
- Now starts looking at chapter 1, not chapter 3.
# Entrance hall
- Main character now looks straight ahead, and not in some odd angle.
# Main menu
- Settings button directly from the main menu. - Added some missing faces to the hall of credits. - Disabled load/save for escape room runs. - Episodes now display doors, timeframe and unlock date.
# The Library
- Library random formula now has a bit more open range on things it can do.
# Settings
- Settings now accessible directly from the game. - New toggle : Interface sounds. - New toggle : Tutorial tips. - Settings is now accessible directly ingame.
# Basement entrance
- Correcly labeled "Episode ending" not "Act 6".
# Chess room
- Cleaned up AB testing room names.
# Multiplayer
- Fixed bug where player name would appear twice. - Ensured you disconnect from multiplayer groups, if the player starts a single-player game. - Disabled load/save for multiplayer runs. - Fixed multiplayer light position.
[ 2016-08-23 12:58:01 CET ] [ Original post ]
# Status update
We are getting really close to our public launch date. As soon as all things go as they should, we will launch for early access the 23rd or August at 23 o'clock Danish time (CET +0200).
Development will keep on going throughout both August and September, and new episodes will be unlocked every second week.
# Controls
- Cleaned up some default engine controls no longer in use.
# Unity splash screen
- Sadly, I had to update Unity, and now the Unity splash screen is even uglier. I will buy a Unity Pro licence ASAP to get rid of this.
# Guest wing
- Fixed a lot of bugs in this room. It should be ready to be enabled soon.
- Fixed floating statue bug.
# Lighting
- Reduced lantern strength.
- Fixed some lamp fixtures that sometimes was sunk into the wall.
# Tutorial
- Added a series of small tutorial whispers to the game.
# Passageway
- Cleared out some bugs that could result in an impassable room.
# Chess room
- Added a security check to ensure the door behind you is being closed.
# Client
- game window is now resizable.
# Riddles
- Added a couple of rare riddles to the mix.
# Multiplayer
- Added some encode ensuring that movable objects update on loop.
# Typos
- Took some time out to clean up a whole lot of typos.
[ 2016-08-22 23:40:49 CET ] [ Original post ]
# Cross platform
- Updated Mac and Linux builds.
# Multiplayer
- Lots and lots of server stability tests. - Made a failsafe for moving furniture. - Fixed audiotape network bug. - It is now possible to join games that have already begun. - Set open door action to high priority. - Ensured people could never be trapped behind doors closed by other players. - Trying out some new shadow systems for other players. - Applied soft shadows to multiplayer light sources.
# Load / Save
- Implemented Cloud Save to load-save mechanism.
# Level screen
- Reduced mouse sensitivity. - Put up launch dates.
# Chess room
- Added hint system. - Increased spawn rate of the chess room. - Adjusted lighting. - Adjusted difficulty, from 8 to 7 chess pieces. - New completion sound.
# Entrance hall
- Added some new statues to the roster. - Lantern and letter hints can now move more freely around.
# Study parlor
- Fixed some issues that could cause interaction split across multiplayer sessions. - Adjusted difficulty and clues.
# General puzzles
- Added a stack of new riddles. - Eased up sensitivity for drawers to be considered "closed".
# Corridor
- Added hint system. - Increased randomizer chances.
# Misc
- Fixed bug where lamps sometimes would not properly light up.
[ 2016-08-21 18:07:22 CET ] [ Original post ]
Loading, saving and multiplayer syncing was on the main menu today. But we also found the time for some hint systems and other neat bits.
# Load/Save
- Fixed some load/save issues. If the black screen bug persists, just try and load the same save again, it usually does the trick. (Will get this fixed)
# Randomization
- Fixed bug that would cause the randomizer to get stuck, always generating the same mansion over and over again.
# Entrance hall
- Fixed stuck position of certain clue elements.
- Weird balcony collider glitch fixed.
# The Office
- Fixed some typos
# Study parlor
- Fixed some more typos
# Room manager
- Fixed bug where a -1th room would appear, messing with the room dynamics.
# Multiplayer
- Removed some dummy text from the login flow.
- Player shadow texture fixed.
- Player mesh fixed, so teeth and eyes dont stick out weirdly.
# Loading screens
- Placed a series of game tips.
# Clue system
- A simple cluesystem has been created for those that are truely stuck. Clues will affect the scores at the end of the game, but will not add time to the clock.
# Weird bugs
- Fixed weird white paper bug, that would open up an empty page on random occasions.
[ 2016-08-19 22:33:58 CET ] [ Original post ]
AKA the big multiplayer patch
# Multiplayer
Long story short, a LOT of bugs have been fixed in multiplayer, and its been going from a rather chaotic multiplayer experience to a rather well-working one over the course of today. We got some core bugs out of the way that really resolved a lot of things down the line. Propably not everything, but a solid chunk.
- Simple ingame text chat. (will be styled later on)
- Player names now displayed below the player name.
- Fixed some huge randomization bugs, causing player mansions to have sharded differences.
- Added improved debug tool for much better bugfinding during multiplayer sessions (toggled on F1)
- Secured certain connectivity-issues.
- Ensured empty seats would be cleared out correctly.
- Added frame and explanation to invite key inputs.
- Leaving a room is now the exit door.
- Disabled the invite steam friend until it works as intended.
- Audiotapes, grammophones and radios now play/pause in multiplayer as well.
# Game menu
- Fixed glitchy textures in level select.
- Players can jump directly to level select
- Prologue shown to all new players.
# Parlor room
- Fixed glitching floor bug.
# Episode cleared screen
- New victory soundtrack.
# Episode 2 - Basement level
- New soundtracks, to better set the scene apart from Episode 1.
- Randomizer learned not to place windows in subterranian areas (since the entirety of Episode 2 is in a basement, no windows should appear).
# Library
- Fixed bug where the room would get randomly solved by just pressing any book.
- Adjusted typewriter sounds.
[ 2016-08-18 19:23:35 CET ] [ Original post ]
# Clocks
- Time limit set from 60 to 80 minutes on Escape room mode. - Lines in all clocks now show 10 minute intervals. - All clocks now chime at at 10 minute interval in Escape Room mode, warning the player(s) how much time they have left. - Pausing in multiplayer no longer stops the clock.
# Entrance hall
- Some notes added. - Vase changed to a glass.
# Cellar entrance
- Fixed glitching floor bug. - Added missing colliders to barrel.
# Dinner hall
- Fixed some bugs discovered by YouTuber cHiLLs, that would make the clues nonsensical.
# Study parlor
- Cleared up some typos and misspelled butterfly names.
# Game over
- Cleaned up the game over screen a bit. - Fire sound effects added.
# Main menu
- Added a leaderboard shortcut. - Added timeframe to game menu. - Ensured that menu elements do NOT play their hovering sound before you actually hover over the item. - Unlocked the prologue screen. - Items that go off-camera are now unselected.
# Episode completion screen
- Repolished the episode complete screen. - Added "go to menu" button.
# Misc
- Inspecting an item could lead to the item forgetting its lighting cache, making it very dark. This is now resolved. - Remove old terrain assets since they are no longer in use. - Unlocked a couple of achievements. - Fixed achievement code so you would be notified right away upon new achievements.
[ 2016-08-17 20:03:01 CET ] [ Original post ]
7 Greedy Sibligs patch
# Episode 2
- Episode 2 is well underway, and looks like it will be ready for launch. A release schedule has been setup for episode 3 and 4.
# Linux & Mac
- Linux build brought up to date.
- Mac build brought up to date.
# Beta test
- Activated 200 new beta seats.
# Butterfly room
- Ensured multiplayer capability of the butterfly room.
- Added sound effects to better aid the player.
# Dining room
- Fixed multiplayer issues surrounding placements of table objects.
- Fixed some position-clues that were a bit misleading.
- Adjusted some doorshutter triggers.
# Passageway
- Fixed valve and pipes for multiplayer.
# Main menu
- Added some additional interface sounds.
- Fixed some credits frames.
# Library
- Library elements fixed for multiplayer.
# Multiplayer
- Improved initiation call for multiplayer inventory items.
- Fixed client so it only connects to the multiplayer server if you actually visit the multiplayer section.
# Achievements
- Fixed a bunch of stats tracking achievements.
# Load / Save
- Gotten a long way in Load/Save. Not quite there yet, but next patch should have it.
[ 2016-08-17 09:56:40 CET ] [ Original post ]
# Multiplayer
- New feature : Play with your friends on multiplayer. There might be some bugs surrounding multiplayer still, but we are hard at work on it. Explore at your own peril for now.
# Load and save
- We have been working on a lot of load/save functionality. Unfortunately we dont have full saving working yet, but hope to put it in tomorrow.
# Game lobby
- Episode doors now explain what needs to be done in order to unlock them. - Reworked the multiplayer menus. - Reworked some lighting issues.
# Entrance hall
- Custom exit door messages.
# Basement entrance
- New cross-section between Episode I and Episode II. - Episode II is still locked away due to some memory issues, but we will hopefully be able to let beta-testers go there soon.
# Localization
- Built the groundwork for localization. We are not sure which languages we will localize for, but we are working on it.
# Lighting
- Fixed bug where entire lightsources would become pale white.
# Office
- Switched some materials for better visuals. - Adjusted physics surrounding chairs. - Recolored hidden room to look less shiny.
# Library
- Adjusted weight and drag of chairs. - Fixed passive doors. - Fixed some door scaling issues.
# Notebook
- Fixed bug where hitting escape allowed you to have the notebook open while running around.
# Misc
- Painting shader is now more "paint"-like. - Fixed UI hierachy so level introduction panel no longer overlaps with other UI elements. - Fixed pause screen so it always appear on the top of the UI.
# Backups
- Burned a hardcopy version of all sourcecode and media material, just to be safe.
[ 2016-08-15 19:28:52 CET ] [ Original post ]
# Notebook
- The game now has a notebook, helping players remember what they have collected of clues and information. It is currently a prototype, and you can toggle it by hitting space.
# Dining room
- Some riddles clarified and rephrased.
- Texture fixes on cardboard boxes and dishes.
- Added some randomizations on some prop placements.
# Entrance hall
- Adjusted some clue outlets.
- Fixed bug where Wind puzzle would not unlock.
# Achievements
- Fixed some stats to better trigger and unlock achievements.
# Memory bug
- I am somewhat certain that the memory bug is a thing of the past. Good riddance.
# Analytics
- Added new analytics tool to better learn what the players are doing.
# Misc
- Adjusted the settings popup graphics.
- More typos fixed.
[ 2016-08-15 01:13:44 CET ] [ Original post ]
10 days till launch , and we have not been lying still:
# Memory bug
- There is a foul memory bug that seems to be haunting not only my game, but a handful of other Unity builds lately. I have taken some stabs at it, and hopefully have some guesses to what it might be. Ironicly, it doesnt appear on my own machine, so I'm asking anyone who have experienced it to try it out for themselves, and see if the bug is still there.
# Black screen bug
- Early builds had a chance to spawn the player in a black room with no interaction, or relocate the player midgame to this room. I did some code-tidying last build, and haven't seen it since, so I should be able to declare it dead.
# Launch news
- Gotten good feedback from Valve with a list of things needed to be cleared up before launch. Will turn them into postits so they can be taken down one by one.
# Notebook system
- Started working on a notebook system. Although it is not in place yet, it will make puzzlesolving more about thinking and less about tedious legwork. - Will also serve well for helping split puzzle clues and story narrative.
# Office
- Made it clearer why the rotary wheel was stuck. - Changed wall texture. - Placed some more books in there to show changes. - Changed bad sword statue. - Fixed a lot of typos. - Added some visual clues to the riddle. - Wether there are chairs in the office or not is now random.
# Library
- Altered riddle mechanics. - Ensured collider in some furniture. - Made lever for clearing the typewriter. - Turned off fireplace. - Wether there are chairs in the library or not is now random.
# Vault door
- Changed placeholder explosives with better looking rusty barrels. - Ensured that the vault door does not open by accident.
# Butterfly room
- Named some portraits. - Altered some textures and lighting for a better feel. - Removed some out-of-place furniture.
# Entry hall
- Added some missing characters to the letter spinners, enabling more freedom in riddles. - Fixed roman numeral countup between levels.
# Dining hall
- Fixed some floating object bugs. - Made difference between drinks and trinket slots more noticable. - Fixed bug where scrollview over a slot would not change the object. - Disabled horses after the four horse puzzle has been solved. - Kitchen cleared of non-interactive items. - Ensured collider in tea table. - Drinking shelves changed. - Light setup altered. - Broken candlestick removed.
# Passageway
- Retexturing of brick wall texture.
# Act manager
- Ensured that number resets when starting a new game.
# Main menu
- Installed a view for Multiplayer view. - Piano version of main theme in place. - Tweaked the mouse-to-look system a bit. Much better than before, but could still use some tuneups.
# Backups
- Took extensive backups of everything, hard copies as well just to be safe.
# Riddle system
- Made a small system ensuring that the same riddle can not occur twice. - Rebalancing tries to encourage players to use subriddles once in a while. - 5 new riddles. - Riddles can now alter materials and shaders of their surroundings. - "Dedicated" riddles are more likely to hit than riddles from the pool of random riddles.
# Misc
- Improved lighting settings. - Turned master volume down a bit. - Inventory items are now highlighted with capital letters.
[ 2016-08-13 11:47:16 CET ] [ Original post ]
Greetings all future mansion-adventurers.
So, its been some rough days, but development has been going full stop. The dev is working full time on making the game presentable and weeding out bugs and crashes.
But sadly, the launch guess we gave earlier about the 13th was a bit optimistic, and we really don't want to shoot this project out there half-baked.
So we put an extra 10 days on the calendar, still keeping the planned release on August 2016.
This gives everyone a bit more breathing room, since every day the game improves, and we get to try out a couple of things that the game might really need.
I appreciate everyone following us on this journey, and I hope you will like the game once it's out.
Now back to the coding cauldron with me.
[ 2016-08-12 08:30:20 CET ] [ Original post ]
We invite youtubers, webmasters, reviewers and fans to join our affiliate campaign for Last Will. You can help us promote our game, and will be rewarded for any sales generated, both on steam and on our website. Read more, and join us at https://lastwill.playpylon.com/
[ 2016-08-10 21:39:33 CET ] [ Original post ]
The Office * Missing clock added. * Some sound effects added. * Bumpy shaders fixed. Controls * Movement keys are now more responsive. * Resolution-based mouse look issue resolved. * Move, run and crouch speeds adjusted. * You can no longer run while crouched. * Sidestep vs running issues resolved. * Moved camera slightly up. * Fixed initial camera position at game start. Dining hall * No need to inspect inventory objects while repositioning. * Fixed some lighting settings. Lighting * Fixed lighting settings on lower quality machines. Misc * Fixed paper margins. * Updated clock animations.
[ 2016-07-18 15:05:52 CET ] [ Original post ]
(Both Mac and Windows versions coming out today. Linux version out tonight.) The Office * New location : The office. * New key and lock system. Riddle system * Riddle system reworked, to better handle Steam Workshop entries and future expansions. For testing purposes, the riddles are now locked to specific outcomes. * Riddles now have a better chance of bringing correct clues to the scene. Hinges and drawers * Cupboard doors can no longer collide with the player, or leave him stuck. * Creaking open doors no longer gets stuck when done opening. Books and papers * Added some good public domain books to the rotation. * Paper notes are now presented with a plain piece of paper, and a more readable font. * Background camera blurs when investigating papers. Lighting * Lighting and how lamps work changed across the board. * Lit lamp textures improved. Dragging furniture * Reworked dragging furniture around. * Cursor now follows draggable items. * More hinges and drawers now have dragging/creaking sounds. UI * Rooms are now introduced once entered. * All fonts replaced with more readable ones. Props * Picking up new items enables the player to examine them closely. * Certain observation items can now be picked up and examined. * Handful of new props added to the game. * Background camera blurs when investigating props. Misc * Player character no longer climbs newspapers like it was a small mountain. * Cleaned up some useless runtime code for smoother framerate. * Lots and lots of typos fixed. * Books are now better at abiding the laws of physics. * Weird library glitch with missing wall fixed. * Some walls without colliders have been told to collide again. * Immovable chair is now movable like its siblings. * Cleaned up some broken textures.
[ 2016-07-16 16:03:45 CET ] [ Original post ]
Hi all, Gecko the Dev here. It's been a rough month. Health, financial and hardware issues have hit me hard recently, and as a result, I have had to push the release date till August instead of July. However, we are still building as hard as we can, and are running a series of alpha playtests, each of them bringing us heaps of good feedback for us to implement. We are sorry for the delay, but our original schedule simply didn't have enough room for Pandoras Box to open up on us like this. But we hope to see you all in August, and looking forward to you all experiencing Last Will.
[ 2016-07-12 08:03:37 CET ] [ Original post ]
Some of the random generator messes have been cleared, but not all. Till its all resolved, here is a small patch of handy player-flow elements. Entrance hall * Naughty chairs now obay gravity. * Cubbord door hinges now obay the laws of physics. * Big couch chair is now easier to shove around. * Couple of new riddles. * Its no longer possible to climb up on windowcills. * Bunch of typos fixed. (propably not all of them, but a bunch) * New clue props. * Nicer plate for the beta liquorice. General * Certain items can now be inspected closely. * Hintspawn processor put on same random-scheme as the riddle generators. Doors * Newly unlocked doors now creek open. Thanks for Tester TSKaiser for the suggestion. * Doors now tell you if they were the way you came from. * Doors now abide their hinges. Multiplayer * Players can join a game already started. * Game key displayed in debug menu. * Players joining late dont spawn in eternity fall to death. Misc * Fixed loading screen background. * Butterfly shader tweaked for doubleside. * Lamp mechanics adjusted and brightness tweaked. * Camera control tweaks. * New alternate inspection mode being tried out. * Dust is now more dusty. * Rouge planes of hovering floorboards cleaned out. * Random whooshing sound area cleaned up. * Character puts away flashlight when its powered off. * Surrender now labeled * An actual quit button!
[ 2016-06-21 15:04:02 CET ] [ Original post ]
Randomization seems to have taken some weird nosedive, and needs a bit of repair. But at the meantime, we got some really nice bugs and tweaks out of last playday, and before I go to sleep I'd just like to shoot a batch of minor-esque fixes out there. The Dining Hall * Hidden horseman note less hidden. * Floating knives and bottles have been told to calm down. * Object placement highlights now makes sense. * Object placement restrictions now apply for reals. * Four broken lamps fixed. * Flickering woodbeans fixed. * Teaset rescaled to match world scale. * Flickering staircase nudged to fix. * Wine rack no longer ultimate hide-and-seek location. * Colliders on books and papers now respect scale size. * Kitchen now has its own clock. * New hint that the professor is the 7th "noncharacter" sitting at the end. * More guests have been invited to the professors dinner. * Clues are more descriptive, and some typos fixed. Walking * Walking and sprinting slightly adjusted (will tweak more later) Flashlight * Flashlight recharge time greatly improved. * Flashlight has its own key for toggle: Tab. * Flashlight now toggles instead of jerks around when pressing up when already active. Gallery * Temporarily disabled untill collider mayhem resolved. Guest wing * Some cabinet doors learned to swing. * Glyph mystery bug hopefully dealth with. * Weird urns now understand laws of gravity. Library * Library and library hint system now follows same set of rules... Study Parlor * Butterfly riddle made much more capable. * Fireplaces no longer optimal hiding ground. * New lamp. Debug terminal * Now no longer hints to commands that has been removed. * Now reads "# GENERATOR DEBUG TERMINAL #" on top, for less confusion.
[ 2016-06-19 23:09:51 CET ] [ Original post ]
We are now moving into the last month till Last Will launches, and hoo-wee its full steam ahead. We recently opened up for multiplayer in our beta, and are thrilled to see everything working smoothly. We got lights, navigation, randomization and stats running. So the next 30 days is purely focused on creating solid puzzles and content. It's been a crazy ride, but in one month, we really hope you will take a trip with us inside the ever-changing mansion.
[ 2016-06-13 10:38:57 CET ] [ Original post ]
We invite youtubers, webmasters, reviewers and fans to join our affiliate campaign for Last Will. You can help us promote our game, and will be rewarded for any sales generated, both on steam and on our website. Read more, and join us at https://lastwill.playpylon.com/
[ 2016-05-18 11:24:58 CET ] [ Original post ]
We are pleased to announce that we have gone from partial to full controller support. This means that the game client natively supports both XBox controllers and the Steam Controllers. We still haven't recieved the HTC Vive controllers yet, but we hope to be able to implement those as well, to cover all our bases.
[ 2016-05-14 10:48:54 CET ] [ Original post ]
Today is Nils Munch, the main devs birthday. And per tradition, random pieces of confections are spawing inside the mansion. http://i.imgur.com/9aNSuNA.jpg We are leaving this in as an easter egg, so every year on this date, cakes will spawn inside the mansion. (the cakes have no game mechanical effect, and are just there for show)
[ 2016-05-11 13:42:49 CET ] [ Original post ]
Our game is now publicly visible on Steam, meaning that people can see this game is coming. The release date is still set for June the 13th 2016, and its looking like everything is on track. We are super exited to show you our progress, and we will try our best to push out announcements on new rooms, puzzles and such, without doing any spoilers.
[ 2016-05-09 17:26:04 CET ] [ Original post ]
🎮 Full Controller Support
- Last Will Linux Universal [1.84 G]
The player will be tested in all manner of skills like logic, perception, maths, communication, timing and riddles.
The game can be played alone, or in teams of up to 4 players. The mansion is randomly generated each time, and the difficulty can be adjusted.
The game can be played in HEIST MODE with a countdown clock, or in FREE PLAY where you can set your own pace.
The game has some mild paranormal undertones, without going all out on a horror limb.
Features
- Randomly generated mansion and puzzles, for maximum replayability.
- 20+ different puzzle types.
- Easy and simple movement and UI, putting the focus on solving the puzzles themselves.
- 10+ beautiful mansion rooms, including an overgrown garden.
- New puzzles added bi-weekly.
- Configurable game setup, where you can pick out your own custom puzzle composition.
- Work together in 4-player multiplayer.
- Oculus Rift support.
- Modular challenges and simple SDK enables mods and Steam Workshop additions.
- Flexible hint system makes sure you don't get absolutely stuck.
Launch plans
We currently have a simplistic version ready, that we are expanding and playtesting at a rapid rate. We hope to have everything ready for a launch around June 2016. We will launch an english version first, and look into localisation if everything seems stable.Content plans
All add-ons will be free, once you purchased the main game. We will NOT be doing any paid expansions, microtransactions or paid mods.- OS: Steam OS / Ubuntu 14.04
- Processor: Intel Core i5 3470Memory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: GeForce GTX 660 Ti 2GB
- Storage: 2 GB available space
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