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10 days of Madness Patch
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- Changed placeholder explosives with better looking rusty barrels. - Ensured that the vault door does not open by accident.
- Named some portraits. - Altered some textures and lighting for a better feel. - Removed some out-of-place furniture.
- Added some missing characters to the letter spinners, enabling more freedom in riddles. - Fixed roman numeral countup between levels.
- 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.
- Retexturing of brick wall texture.
- Ensured that number resets when starting a new game.
- 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.
- Took extensive backups of everything, hard copies as well just to be safe.
- 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.
- 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 ]
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 ]
Last Will
Lizard Factory
Developer
Lizard Factory
Publisher
2016-08-29
Release
Game News Posts:
72
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
🎮 Full Controller Support
Mostly Positive
(219 reviews)
The Game includes VR Support
Keyboard & mouse: 1
Standing: 1
Seated: 1
Public Linux Depots:
- Last Will Linux Universal [1.84 G]
Last Will is a reverse Escape Room game, where you need to get into the center of a grand old mansion, made by a eccentric and paranoid old professor.
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.
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.MINIMAL SETUP
- 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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