tl;dr: new pause menu, basic items system implementation, improvements all around
Summary:
We now have an actual pause menu, designed by an actual UI/UX person (not me) with more to come in the near future. Soon players will be able to edit all kinds of settings like resolution and controls… you know, stuff that should be in every game. The main objective system is a bit more fleshed out, including the addition of having to retreive necessary items to progress, with more improvements coming shortly. I also improved the cutscene system, added more dialogue to our friendly robot NPC, and made some improvements to the Cortex. Also as usual, bug fixes.
Changes:
- New pause menu, including a new settings screen, map, and items (but only one item is in there right now)
- New teleport menu and teleport animation
- SODE now has a bit more dialogue and thus explains a bit more of the next step in the mission
- Opened chests are now saved in the run data, so you can’t farm chests anymore (sorry)
- Improvements to some cutscenes and one new one
Known Issues:
- Still no dialogue for a lot of NPCs, that’s coming very soon
- Some explosions don’t deal damage and don’t make sound
- Opened doors and deactivated traps aren’t saving in the permanent save data or run data, so there’s a soft lock at the very end of the demo
What's Next:
- Fully fleshed out save system that remembers which enemies you killed, which doors have been opened, and which items have been purchased
- New tutorial, will (hopefully) be a massive improvement upon the last one
- New items for the player to find, use, and sell
- New way to unlock teleporters, the current system doesn’t make lore sense
- Final cutscene (for demo end)
Thanks, enjoy.
I look forward to everyone's feedback!