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v0.7.4

Bugs:

- Fixed where sector map and map 1 events looked different depending on which direction you activated them from.

- Using the Move Events Core plugin to fix phantom wall bugs, especially in underground maps

- The transporter console cancel "button" wasn't using the new event I made that also handles the dynamic sprite selection

- Removed some transparent walls in the crew deck of the survey ship

- Fixed small bug on laser puzzle from mid to left that caused the smallest laser to disappear

Side Quests:

- Working on puzzle for helping to fix ALICE further.

    - Completed puzzle that will help to fix ALICE further, making one possible ending easier to achieve.

- Setting up story and location to find out more about aliens and last survey team

General:

- Language support

    - All menu elements not extended by the menu core plugin support Spanish

- Added new gatherable foods for Wg gameplay for 9 in total. Adjusted WP and Dist amounts for each

    - Gatherable foods will still provide some WP restore at the cost of some Dist in a pinch, but amounts are reduced in favor of crafted foods.

- New craftable food menu for Wg gameplay, with 15 recipes. Adjusted Wp and Dist amounts for each. 

    - Recipe ingredients entered. Entered into the bio-processor

Rewrote the battle formula for Deep Scan. Now hits much harder than a basic scan. Still going to keep the energy costs for abilities at their new, cheaper amounts.

* More research into existing plugins

  - Enhanced TP mode hidden from character menu until it can be made relevant

  - Made some unnecessary states hidden in the character menu

* Working on Preg gameplay mode pending art assets

  - Setting up new skills for new monsters and encounters

  - Fixing logic for the different way that distortion would start to accumulate in the MC

  - New logic for handling the different conditions for the emergency transport

* Working on story cutscenes and dialogs for Wg story

* Created the first branching ending! Story and dialog are not complete for each yet, but there are now two possible endings to the story

  - Obtaining the home ending has enough of its conditions ready to be triggered. With more possibilities to be unlocked later.

  - The first branched ending has enough dialog to comfortably fade to black until more content can be properly added.

* Jump drive gauge will now read correctly when charged. Well... eventually

* Tweaks to Wg specific states hungry and starving. Testing to ensure that these states are more significant in gameplay

* Fun with puzzles! 


- Big hunt for enemy art assets. Lots of new enemy art to go with an enemy revamp.

    - Working on attribute numbers now for load balancing, implementing into 1st map A-001 random encounter framework

- Cleaned up 1st Act smoke around damaged systems on the survey ship

    - And added a visual aid to see the jump drive charging status.

- No longer see the MC in the bottom corner during the beginning intro

- Ending cutscenes has removed the MC from the screen.

- Improved the personal logs so that they all appear on the same choice menu.

- Added more texture to the snow map, because hopefully players are not so blinded. (Seriously, wasn't that bright in RPGM editing.)

- Auto Battle removed from menu settings. Was causing wonky effects in battle and paralyzing enemies.

Story

- All Wg personal logs are completed and tied into the game

- Finally have second ending art in the game, and a small cutscene for it.

- Added in puzzle to help attempt to fix ALICE before trying to return home to help achieve one possible ending.

- Add in path to activate alien artifact to trigger second ending. Will improve in later release.

- Provided a prize for solving the puzzle on the snow map. Better dialog in progress.