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Demo Code Complete!
Hey peeps! So as the title says, the Demo is now 100% Code Complete, meaning that I have all the features I needed implemented into the game. Now I can finally start building the Demo! Big thanks to everyone who's stuck around and wishlisted the game! It means a lot to still have support, even if I didn't really have much visually to show for it. However, the wait is over, and soon I'll be posting official gameplay clips, and then soon, the teaser trailer for the Demo! Here are the final devlogs and bug fixes. If you want to know how far development on the Demo is going, go ahead and check out my personal site, it has the official checklist. The site is still in beta so it's not pretty, but the checklist works Isometric World: Frame of Mind Progress In total, during the development phase, I've made... 2 years, 22 weeks, and 4 days worth of devlogs 250 bug fixes See you all soon in the Demo! - L
9/1/22 - 8/3/22 - Slightly adjusted the sizing of Physics Stats to be a bit bigger - Added in Breakables - Posted the first development video showing Controller Physics being tested on my personal site - Continued adding in the final components for features 9/4/22 - 9/9/22 - Added in Edge Hoisting on interactable edges - Added in new icons to allow the player to know what objects they can and can't interact with in the environment - Updated the architecture of edges, making them either multipurpose (gripping & manual control) or hoist only - Changed the architecture of interactable, making them easier to have and much more lightweight - Added an upgrade to moveable objects, making them both lightweight, and having the exact some functionality needed 9/10/22 - 9/13/22 - Implemented Edge Gripping - Implemented Edge Hoisting - Implemented Edge Dropping - Added in new icons for Grippable Edges, Newton Buttons, and Breakable objects - Finished implementing Breakable objects - Added in text for Newton Buttons, to show how much weight they require to work, and how much is currently on them - Updated Controller Stepping to be able to calm and smooth - Adjusted the easing for lowering and hoisting over an edge, providing a nice curve and avoiding accidental phasing - Tweaked the stepping interpolation speed to be based on minmax and distance calculation - Updated the colors for each interactable object - Added in Edge Shifting Limiting, which means you can only move a certain amount of distance within the bounds of the edge - Updated the story and, creating the final version, and updated on Steam - Updated Stamina depletion to now be controlled by different rates based on actions, giving nicer and better control - Tweaked the speed capabilities for Edge Shifting, making the Rushing speed slower than the standard running speed Finished bug fixing the base mechanics, marking the Code Completion of the Demo
- Fixed a bug where Cole would miscount slopes as steps, causing him to move, then get stuck - Fixed a bug where Cole would get stuck of he collided with a vertical object while moving up a slope - Fixed incorrect Physics display and calculating, resulting in update calculations vs fixed update, nothing needs rebuilding though, everything's good - Fixed a bug where the Trajectory Visualizer would flash red, even though the jump was being performed and all conditions are acceptable - Fixed a bug where Sprinting on a controller would get stuck and keeping being active, despite no input being set from a stick - Fixed a bug where the Trajectory Visualizer would stay white instead of red when the player isn't trying to move Cole - Fixed a bug where if you stood on an unusable Iso-Rotation Pad, then rotated, it would cause conflict and make the Quadrant Function Dial show 2 quadrants faced instead of one at a time - Fixed a bug where the interaction outlines and icons would interpolate incorrectly - Fixed a bug where interactable objects would not be reset correctly, causing the player to get caught in an interaction loop - Fixed a bug where Cole would be able to ram through moveable objects, despite him no longer being permitted to move - Fixed a bug where Cole would get stuck on a hoistable surface, due to gravity still having influence on him - Fixed a bug where Cole would launch himself if the player chose to hoist themselves over a multipurpose ledge - Fixed a bug where the player have to press the interaction button twice to reactivate a used multi-purpose ledge - Fixed a bug where Trajectory Visualizer would be drawn, if the player jumped to reach a Grippable Edge - Fixed issues in the Stepping architecture that would cause Cole to be launched when he was stepping over an object - Fixed a bug where Breakable objects would not calculate the force a rigidbody acted on it once collision occurred - Fixed a bug where the interaction outline for Newton Buttons would not fade in correctly - Fixed a bug where the Breakable Interaction Identifier would not disappear once the breakable object was destroyed - Fixed a bug where Ledge Shifting would not limit its start point, and cause it to interpolate towards end point - Fixed a bug where having a Gripping Edge active would prevent altering Cole's rigidbody component - Fixed a bug where if the player dropped from a gripped ledge, the ledge would not be usable again
[ 2022-09-15 02:01:39 CET ] [ Original post ]
Demo Code Completion - 100%
Hey peeps! So as the title says, the Demo is now 100% Code Complete, meaning that I have all the features I needed implemented into the game. Now I can finally start building the Demo! Big thanks to everyone who's stuck around and wishlisted the game! It means a lot to still have support, even if I didn't really have much visually to show for it. However, the wait is over, and soon I'll be posting official gameplay clips, and then soon, the teaser trailer for the Demo! Here are the final devlogs and bug fixes. If you want to know how far development on the Demo is going, go ahead and check out my personal site, it has the official checklist. The site is still in beta so it's not pretty, but the checklist works Isometric World: Frame of Mind Progress In total, during the development phase, I've made... 2 years, 22 weeks, and 4 days worth of devlogs 250 bug fixes See you all soon in the Demo! - L
FINAL DEVELOPMENT LOGS
9/1/22 - 8/3/22 - Slightly adjusted the sizing of Physics Stats to be a bit bigger - Added in Breakables - Posted the first development video showing Controller Physics being tested on my personal site - Continued adding in the final components for features 9/4/22 - 9/9/22 - Added in Edge Hoisting on interactable edges - Added in new icons to allow the player to know what objects they can and can't interact with in the environment - Updated the architecture of edges, making them either multipurpose (gripping & manual control) or hoist only - Changed the architecture of interactable, making them easier to have and much more lightweight - Added an upgrade to moveable objects, making them both lightweight, and having the exact some functionality needed 9/10/22 - 9/13/22 - Implemented Edge Gripping - Implemented Edge Hoisting - Implemented Edge Dropping - Added in new icons for Grippable Edges, Newton Buttons, and Breakable objects - Finished implementing Breakable objects - Added in text for Newton Buttons, to show how much weight they require to work, and how much is currently on them - Updated Controller Stepping to be able to calm and smooth - Adjusted the easing for lowering and hoisting over an edge, providing a nice curve and avoiding accidental phasing - Tweaked the stepping interpolation speed to be based on minmax and distance calculation - Updated the colors for each interactable object - Added in Edge Shifting Limiting, which means you can only move a certain amount of distance within the bounds of the edge - Updated the story and, creating the final version, and updated on Steam - Updated Stamina depletion to now be controlled by different rates based on actions, giving nicer and better control - Tweaked the speed capabilities for Edge Shifting, making the Rushing speed slower than the standard running speed Finished bug fixing the base mechanics, marking the Code Completion of the Demo
FINAL BUG FIXES
- Fixed a bug where Cole would miscount slopes as steps, causing him to move, then get stuck - Fixed a bug where Cole would get stuck of he collided with a vertical object while moving up a slope - Fixed incorrect Physics display and calculating, resulting in update calculations vs fixed update, nothing needs rebuilding though, everything's good - Fixed a bug where the Trajectory Visualizer would flash red, even though the jump was being performed and all conditions are acceptable - Fixed a bug where Sprinting on a controller would get stuck and keeping being active, despite no input being set from a stick - Fixed a bug where the Trajectory Visualizer would stay white instead of red when the player isn't trying to move Cole - Fixed a bug where if you stood on an unusable Iso-Rotation Pad, then rotated, it would cause conflict and make the Quadrant Function Dial show 2 quadrants faced instead of one at a time - Fixed a bug where the interaction outlines and icons would interpolate incorrectly - Fixed a bug where interactable objects would not be reset correctly, causing the player to get caught in an interaction loop - Fixed a bug where Cole would be able to ram through moveable objects, despite him no longer being permitted to move - Fixed a bug where Cole would get stuck on a hoistable surface, due to gravity still having influence on him - Fixed a bug where Cole would launch himself if the player chose to hoist themselves over a multipurpose ledge - Fixed a bug where the player have to press the interaction button twice to reactivate a used multi-purpose ledge - Fixed a bug where Trajectory Visualizer would be drawn, if the player jumped to reach a Grippable Edge - Fixed issues in the Stepping architecture that would cause Cole to be launched when he was stepping over an object - Fixed a bug where Breakable objects would not calculate the force a rigidbody acted on it once collision occurred - Fixed a bug where the interaction outline for Newton Buttons would not fade in correctly - Fixed a bug where the Breakable Interaction Identifier would not disappear once the breakable object was destroyed - Fixed a bug where Ledge Shifting would not limit its start point, and cause it to interpolate towards end point - Fixed a bug where having a Gripping Edge active would prevent altering Cole's rigidbody component - Fixed a bug where if the player dropped from a gripped ledge, the ledge would not be usable again
[ 2022-09-15 02:01:39 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!
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
- 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
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