There's a new video on the Fidelity main page, so I moved the old video here for archival reference.
There's a game development demo event tomorrow, so I've been working to polish the first level of Fidelity enough to show. One of the biggest challenges was to integrate the dialog system with the pause and restart systems. Disabling the pause function during a dialog was an easier option, but was unacceptable because players would be unable to check the control screen if they'd forgotten how to progress a dialog. So harder work led to an acceptable solution and a better understanding of the dialog system. Coincidentally, solving this problem also led to a better save system.
Here are examples to show the recent beam upgrade. On the left, you can see the beam go through the object, which is bad. On the right, the new version that better tracks the object.
The left picture is the old version, with static lava. The right picture is the new version, with static coals and fire particles.
The new wooden loft pieces add much to the levels. They make the space feel less empty, and allow for new gameplay.
The lava now has fire particles, which make the effect much better. Now to animate the lava texture.
Fixed an old bug where the Gravisphere beam went to the center of the screen instead of the held object. This had long been a problem that needed to be fixed, or the beam would have to be cut. It was previously beyond my programming ability, but now an exploration of the beam plugin documentation revealed the answer. Another great feeling of overcoming an obstacle that had long been too hard.