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2020 Development Logs & Bug Fixes

DEVELOPMENT LOGS


MAY 2020


5/13/20 - Project started - Added in the basic controller movements - Isometric System is now in development 5/14/20 - Isometric System Attempt 1 & 2 failed - Added better adjustments to the camera view - Changed controller set up to better handle input 5/16/20 - A successful Isometric System has now been made - Began testing for transitions in the system - Game story has been created 5/18/20 - Added in the main character - Made new adjustments to the Isometric System to handle setup now that the main character is in place - Changed properties in the character controller and added camera rotation - Updated URP to 7.3.1 to have access to the new Camera Stack feature to fix rendering - Updated object layers to better separate and group objects in the scene 5/20/20 - Level design research has begun - Story events, outcomes, and connections have been made 5/24/20 - Updated the main characters animations and appearance, now they rotate towards direction based on player input - Set up a new order for the Camera Stack, now it requires 2 cameras instead of 3 - Set the Post Processing stack to the default URP instead of the package version - Level design has been started, but not very successful for the first attempt 5/26/20 - Changed the lighting options of the scene to Color instead of Skybox - Updated Post Processing effects to adjust the color and exposure better - Added Motion blur and slight Film Grain - Added new UI animations Timeline clips 5/27/20 - Attempted to use the new Input Manager Package system but quickly reverted back - Checked further controller inspection to find any input or calculation errors 5/28/20 - 5/29/20 - Added better refinery to design and internal workings

JUNE 2020 - EARLY MARCH 2021


6/1/20 - 6/21/20 - Added backward connections to the Isometric System as they were only tested in forwarding motion - Added a new tool to better align segments and transitions - Added new color palettes to the UI - Added a developer notice to the main menu screen - Added Camera zooming with ease should I need to use it at any time - Updated UI to have better customization - Added sequencing notes when the Timeline Editor is used 6/21/20 - 3/12/21 - Finalized a major component in the Isometric System - Added a new UI hex pattern - Rendered a new logo animation to play in-game - Added a new main menu visualizer - Added a loading screen - Cole's model has been redone some more and a bit more detail - Added animation events for SFX - Implemented support for Steam Achievements - 2 Soundtracks were completed and implemented - Voice actor for Cole has been found - 2 of Altitude A's dialogue recorded - Added a new dialogue system into the game - Added facial expressions on Cole - Added refinery to the physical interactive system - Made revisions to Altitude A to now contain better detail - Created the official Steam page - Added simple shaders to create effects like wind and swaying - Added new structure types and island creation - Added Pushable interactive objects into the game - Added the Circuit Perspective puzzle types into the game - Added a new design for Help Prompts - Updated the puzzle script to know be the interaction master - Added Weight Button interaction objects - Added a Gallery to the game - Added a new animation for swapping between the Gallery and Main Menu - Added a new option to the Start Adventure main menu option - Created a concept for the combat system - Updated the UI design for the information windows - Added and updated some of the Credits in-game - Added a flowchart for the Upgrade Tree - Reorganized the audio and animation files in-game - Added new SFX for UI interaction and physical interactions - Updated Cole's 2D design - Created special designs for unlockables and content - Added the Pulley Systems in to the game - Updated animation event SFX to be compatible with different ground types - Updated the bitmaps for Altitude A and Cole's model

BUG FIXES


- Fixed a positioning issue when the Isomeric transition is being made - Fixed rendering issues that would cause post-processing effects to not render on the player or have their visual appearance accidentally minimized - Fixed issue where when the time scale is set to 0, if you were on an Isometric System trigger, the transition would execute by accident - Fixed issue with syncing the camera rotation lerping in real-time - Fixed issue where an Isomeric transition would take place if the correct events took place, but not in the proper direction - Fixed the player render order when during transition and non-transitions - Fixed issue with time scaling when the camera is rotating and the player is not supposed to move around until the rotation is complete - Fixed issues with using the Isometric System back and forth which would cause the player to be incorrectly positioned - Fixed a bug that would cause the loading screen tips to repeat the same tip during randomization - Fixed an issue with opacity dithering of Cole was behind an object, but wasn't faded out enough - Fixed a bug that would cause Cole to continuously move even if his move speed was set to 0 - Fixed a bug that would cause audio transitions to stop prematurely - Fixed an issue with the Major Puzzle Prompts where they would be affected by in-game time instead of real-time - Fixed an issue with music swapping on certain UI screens - Fixed a bug that would cause the camera from other levels to transport to the main menu, which would cause rendering issues and crashes - Fixed a bug that would cause the pause menu to appear while Cole was busy with an action - Fixed a bug that would cause the new stamina calculation to mess with its visualization in-game - Fixed a bug that would cause the player to accidentally exit out of interaction if they hit the exit button - Fixed a bug that would cause the game to not keep Cole's "busy with action" state on when he was still on an interactable - Fixed a bug where spamming the Enter key on Help Prompts cause the dialogue to unnecessarily cause extra characters to be added - Fixed a bug that prevented Cole from looking towards an intended angle while standing still and the player was not allowed to send input - Fixed gravity calculation continuing to continue even if Cole was still and the player was not allowed to send input - Fixed some text size issues after the recent update with some atlas fonts - Fixed an accidental trigger type shifts after the On Inactive mode was added - Fixed a datacast issue with file management which prevented the achievement file from being made or accessed - Fixed an issue that would cause the options file to not save - Fixed a bug with Pulley Systems where Cole would still be labeled as Busy with an action despite leaving the interactive which prevented the player from pausing the game - Fixed a bug with dithering where any object blocking the players view that were in a short distance or series from each other would be at the same opacity level instead of returning to solid - Fixed a bug with dithering where if the player had rotated after being obscured and another object was in the way shortly before the other objects could finish, the previous objects would maintain their current opacity level instead of being solid - Fixed a calculation issue found with opacity dithering where sometimes it would dither 2 objects together instead of only 1 at a time - Fixed an audio footstep issue after updating the animation system- Fixed an issue in the upgrade tree where the targeted stat parameters would not update - Fixed a logic issue with red locks in the upgrade tree, now they are able to target different nodes instead of the one the selected tier is parented to - Fixed an accidental goof where the upgrade tree would allow an upgrade even if the player had no more upgrade points - Fixed a bug where tiers without any requirements would not allow you to unlock them, even if you had a point to spend - Fixed a visual issue where some strands of Coles hair were inverted while the normals were facing outward - Fixed a rotation issue when inching Cole forward by hitting the movement keys quickly - Fixed an issue with the audio slave processor in Unity, now it no longer throws an error when compensating for a random start time in dialogue SFX - Fixed an issue with execution order where if input was used and/or had input delay, it would still fire - Fixed a bug with audio interpolation in the new trigger system where the value would instantly move to the target volume instead of interpolating by speed - Fixed an issue with interpolation timing with volume control which would cause higher values to slow down each while iteration - Fixed a bug that would cause trigger actions to execute if the player entered the collider, even if it were on a different execution type - Fixed a bug with Multivariable Manipulative triggers, now they can actually target any script parameter - Fixed an issue with pushable objects that would cause Cole to interact with the object as an obstacle instead of an object he can move around - Fixed an issue where a pushable interactive would still be parented to Cole when its supposed to be left alone - Fixed an issue where Cole would still be able to look at any other direction when the axis rotation is restricted - Fixed an issue where Cole would still be able to play his walking animation when he was being blocked by something - Fixed a tuning issue with physical interactions to be more precise with Coles new model and prevent issues with rigidbody objects parented to Cole from launching themselves - Fixed a bug where the dialogue sequencer would throw an error if a typing SFX wasnt used


[ 2022-01-14 19:08:47 CET ] [ Original post ]

Isometric World: Frame of Mind
LJTProductions Developer
LJTProductions Publisher
Jun 2022 Release
Game News Posts: 20
🎹🖱️Keyboard + Mouse
No user reviews (0 reviews)

In this game, you play as 15-year-old Cole Andrews on a journey through a Virtual Isometric 3D world. He doesn't know exactly for sure how he got there, but all he knows is that he has to find a way out.

The only way to do so is to reach the emergency exit at the very top of the world. To reach the top, you'll have to go through many levels containing puzzles of varying difficulty, collect items to help you along the way, and surpass obstacles that will try to prevent you from making it to the end.

The world you are in isn't just a normal, euclidean, isometric world. It's a place built on illusion and visual tricks. In order to get past this and reach the end, you'll have to work with something special, perspective. More specifically, by rotating yourself 90 degrees at a time using a special item.

An area or item that seems far away can actually be up close just by turning 90 degrees in a certain direction.

Be warned! You won't always have this mechanic to help you out! You'll have to be smart and clever to beat every puzzle, obstacle, illusion, and more to get out of the Virtual World and back home to the real world.

The biggest thing to remember: "Everything is not what it seems..."

Good luck!

MINIMAL SETUP
  • OS: Ubuntu 20.04. Ubuntu 18.04. or CentOS 7
  • Processor: Intel Core i5 8th Gen 2.00+ GHzMemory: 4 MB RAM
  • Memory: 4 MB RAM
  • Graphics: Any GPU w/Shader Model 4.0 capabilities
  • Storage: 500 MB available space
RECOMMENDED SETUP
  • OS: Ubuntu 18.04.5 LTS
  • Processor: Intel Core i7 10th Gen 2.00+ GHzMemory: 8 MB RAM
  • Memory: 8 MB RAM
  • Graphics: NVIDIA GeForce GTX 650
  • Storage: 1 GB available space
GAMEBILLET

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[ 3582 ]

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2.97$ (40%)
0.68$ (83%)
1.02$ (87%)
MacGamestore

[ 3975 ]

7.49$ (70%)
140.39$ (10%)
17.99$ (10%)
25.99$ (13%)
9.99$ (50%)
0.79$ (84%)
17.49$ (8%)
2.98$ (80%)
1.99$ (50%)
12.99$ (13%)
0.79$ (80%)
2.49$ (88%)
4.94$ (67%)
14.29$ (43%)
25.79$ (57%)
16.99$ (15%)
24.99$ (29%)
8.49$ (15%)
23.99$ (20%)
1.99$ (85%)
0.79$ (84%)
1.99$ (87%)
1.99$ (89%)
1.19$ (87%)
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16.29$ (19%)
36.99$ (8%)
3.49$ (83%)
14.29$ (52%)
14.49$ (19%)

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