Heyo guys, I'm back with an update and a whole changelog to go along with it! But before that, I wanna cover the kickstarter beforehand;
If I'm honest, the Kickstarter was created in hopes of helping development. It's not a necessity in my mind. This mindset did make launching it a little weird in my head, but I did it anyhow since I've teased it several times through the past few months- and, if it is successful, Oneiro will undoubtedly benefit from it in some way shape or form.
Kickstarter is located here: https://www.kickstarter.com/projects/477480888/oneiro
-------------Version 0.7.9 Changelog--------------
The Real World is completely different. New location, actual houses. Humanoid models for NPCs; and different dialogue to better match the narrative. Their dialogue will change after each playthrough, to simultaneously give them more character to give the player tips as they tell you stories about their labyrinth the night before. This is definitely one of the better additions in the game in my opinion.
Mimics are a little scarier this version around; they've been pushovers before. I've added in the functionality for them to launch a short fused explosive upon being startled. Assuming the player doesn't act quick enough, this will be an easy way for the player to lose health and get launched away.
Terror's code AI has been reworked.
His first stage is still Insight. The eyeballs act a little different in attempt to add to the disturbing factor. They will detach, and only move towards you while your back is turned towards you.
He now has a second stage called Hunger, and will charge at you in intervals of 3. If he catches you with his mouth, you'll be chewed up several times before being spit out.
His last stage, Despair, is roughly the same. Minimal changes occurred.
Extra polishing
Combat code has been a little modified. Actually hitting enemies should be a little more reliable, and some speeds of combos will be slightly modified.
Animations for weapons when airborne.
Updated font for the menus
Extra sound effects
Duplicate gear will be contained within one gear pickup; No more picking up each throwing knife individually.
Readjusted some improper spawning of labyrinth engravings.
Several new or improved models across items and gear. I still have not gotten around to getting every single item model though.
There's a new death animation; I didn't like the previous one, and this one fits within the context of a dream much better.
There's a new animation for the player interacting with Wall Engravings.
Options menu has been reworked a little more; No more silly Unity configuration window at the very start; Fullscreen/Display resolution/quality all have one dedicated page in the options now. There is a new reset data button in the menu too.
Optimization
Some meshes have been severely reduced in regards to quality to help performance.
A little work on the rendering and culling certain objects based on distance.
More back end work in regards to the Steam Early Access store page.
Thanks
-Ryan
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