0.2.4 Update
Update 0.2.4 release notes:
General:
- Changed the input method of bringing up the Mortal Board. You now need to hold it down instead of toggling it with a button press.
It was mainly just annoying for the player to have to move their fingers for a relatively out of the way (both on a keyboard and controller) button twice, only to bring up the information for a second or split second. This should fix that issue.
- Added post processing-effects.
Player:
- Several improvements made to the Napkin playermodel
- Improved idle animation
- Added separate animations for normal power casting as well as a special one for Spooky Surprise
Powers
- Spooky Surprise
- Didn't get a separate "feel upgrade" as the other two powers, since it was already a power that had sufficient effects to it (going from transparent to opaque/visible to humans). Still benefited a lot from the general model update, the new, unique animation and some post-processing effects.
Humans
- Added a triple terror circle effect to better communicate towards the player the terror their powers do
- Terror single circle now plays when the player does less than 3 terror
- Terror double circle now plays when the player does between 3 and 6 terror
- Terror triple circle now plays when the player does 7 or more terror
- These values might be adjusted later
- Smoothed out the animation transitions
When I initially made the game for the gamejam, the only thing the player needed to know is wether they do BIIIG terror or low terror, thus the use of only 2 terror circle effects. Over the last few patches, powers started being more complicated with edge cases, where the ammount of terror changes a lot, which neccecitated a way to communicate this towards the player. I, the maker, also completely forgot how much terror the powers do because there was no real feedback. This system gives a better feedback on how much terror was done while still obscuring the exact numbers.
UI:
- Added options menu
- You can now change the following things trough the settings menu (both in-game and main menu)
- Resolution
- Full screen (yes, no)
- Texture quality (provided by Unity's way of handling textures, so full | 1/2 | 1/4 | 1/8 resolution)
- Shadow quality (soft, hard or no shadows)
- Shadow cascades (4 | 2 | no cascades)
- Shadow resolution (very high | high | medium | low, where very high is 4048x4048 and low is 128x128)
- V-Synch (on, off)
- Soft Particles (on, off)
- Volume sliders for overall volume (master), sound effects and music
- Known issues:
- When setting the resolution to one that is not 16:9 or 16:10 aspect ratio, the ui becomes unuseable
- After setting the resolution to one that is not 16:9 or 16:10 aspect ratio and quitting the game, when starting the next time, the game automatically sets the resolution to the closest one with a 16:9 aspecet ratio
- Decreasing texture quality affects certain UI elements
- Browsing any of the lists with a controller will not follow the current selection, unless using the movestick itself. This is mainly problematic for the Resolution drop down that has a ton of options.
I know, adding basic features to my game is not cool but give me a break, it takes a stupid ammount of time to make these things and I need every W I can get.
- Fixed loading screen background not filling the whole screen
Files
Get Fear Frenzy
Fear Frenzy
BeeFly's GMTK2023 game jam entry
Status | In development |
Author | BeeFly |
Genre | Action |
Tags | Controller, fun, ghost, keyboard, office, party, scare, silly, Singleplayer, Third Person |
Languages | English |
More posts
- 0.2.3 UpdateAug 02, 2023
- HUGE 0.2.2 UpdateJul 27, 2023
- 0.2.1 UpdateJul 23, 2023
- Update 0.2.0Jul 20, 2023
- 0.1.2 hotfixJul 20, 2023
- Main Menu update releasedJul 18, 2023
- It's doneJul 09, 2023
- First 24+5 hours of the projectJul 08, 2023
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