+ <h3>My vacation is over and a lot of game-dev happened too. I started adding the Keybind menu and it escalated more and more until I added FULL controller support with automatic switching of UI and icons (thanks to the great "Controller Icons"-plugin much of it was done much faster then reinventing the wheel (This plugin should become part of Godot IMO.)), added vibrations customized in fell, duration and length for all actions, fully finished the main menu, its code and assets and fixed a lot of bugs. After that I finally finished the last few open ends in the module system and cybernetics API. The current game build is very very stable and now go's into playtesting. While playtester have fun I will continue working on Level 3. Almost everything needed now is just building the levels 3 to 5, writing the dialogs for them, fixing bugs found by playtesters and working with the other artists on the OST and artworks. The only UI still in the oven is the "Cybernetics" menu which is accessed in game. It has most of the "reality breaking"-aspects. I decided to finish and enable that mechanic as soon as the playtester deem the game "tested"-stable xD. Because, as the caption in the trailer already mentions, it allows "reality breaking" levels of scaling of the game-mechanics and that needs a lot of testing to prevent soft-locks and make it work with the game flow and to be balanced. The Artworks and OST also came along extremely well. A little bit of the OST can be heard in a recent post I made :D.</h3>
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