Tomorrow we'll show our latest demo of Fidelity at a local indie developer meeting. This is the most exposure the game has ever gotten and it's also in the best shape it's ever been. This is the first time we're publicly testing the dialog system and the level transitions, so I expect useful feedback. It's more exciting than nervous because I'm confident in our game.
Some things I fixed recently in preparation for tomorrow:
Some things I fixed recently in preparation for tomorrow:
- The beam no longer goes through the wall when in specific positions. A new camera that only renders the beam is turned on/off with the beam, and it renders over the walls.
- Occlusion was not working through grate holes, it blocked out stuff that should've been shown. Tweaking the occlusion settings solved this problem.
- Conversations no longer malfunction after game is paused. This was done by further studying the dialog system and redesigning the way conversations switched between characters.
- Planks can no longer be pushed through the ground because now the ground collision is thicker.
- Now instead of the player camera silently freezing on death, it shakes and falls over with a bell toll.
- A sound plays when the Gravisphere hits the table.
- Pressure pads now open and close doors instead of just locking and unlocking.
- The first door now can't be opened until the first dialog ends, to prevent the dialog in the next room from malfunctioning.