Game
The Transmute
4 years ago

Big update - v0.3.0


Hey peeps!

Firstly, we hope 2021 is treating you well so far.
Secondly, since we are taking a break from other projects I decided to implement some knowledge I learned from Terminus into this project (like the "save anywhere" feature and UI stuff).
This version pretty much has most of the things (in my opinion) finalized. Meaning: the important features exist in this version and the rest can be tweaked or added later on, but whatever is expected in the final version should be seen in this version of the demo.
Thirdly, even though this verison works with WebGL, I decided to remove it because one of the effects (that I think is important) does not work. (however if some people want the WebGL version available regardless of having some effects missing, let me know and I may put it up if the demand is high enough. Otherwise, it's kinda not worth the time wasted)

With that said, here's the changelog of the new version (and this one's big, so buckle up):

  • Added new graphical style (same pixelated but with extra effects)

  • Added launcher where you change main settings, check achievements, scores, credits and a walkthrough for those who are struggling with the game.

  • Added save system

  • Added map system

  • Added multi-language system (with English and Polish) (translation done by Piotr Bunkowski)

  • Added weight mechanic (most items have weight to them, and you can carry as many items in your inventory as long as [all of the items combined] don't cross the weight threshold; further giving use to the drop function)

  • Added an item pickup screen (instead of telling you what you picked up, it will ask you whether you want to pick it up or not)

  • Added ability to pull the props you can push

  • Added new settings menu

  • Added another healing item: Cough syrup (heals 5 health points)

  • Added ability to look up/down in the FPS mode using Q and Y/Z buttons

  • Added event if you block the way to the diner with the enemy inside it or if you block the enemy out of it and get the plunger

  • Added more achievements

  • Added warning in the start of the game letting people know this game's UI is controlled by keyboard/gamepad only

  • Added hiding spot health (on normal difficulty, the hiding spots get damaged if you get caught/pulled out of hiding spots)

  • Improved lighting: the darkness is less dark and more blue-ish

  • Improved the oil lamp model

  • Improved TV objects: the screens have gloss and turned on TVs change to animated static.

  • Improved lightsource dropping: if you drop a turned on light, the player will turn it on when you pick it up again. If you drop it while you turned it off, he will equip it but turn it off

  • Improved push mechanic: some props that can be pushed have assigned weight to them so that some stuff will take longer to push and less for others

  • Improved pushing mechanic: switching to push/pull action will change the player's idle stance and player should no longer clip into pushable props

  • Improved pushing: you can now push/pull with 2D/Analog control settings (albeit, not very correct as this game is made with tank controls in mind)

  • Improved interaction with doors, you can open/close them in "Push/Pull" mode now

  • Improved toggle-able lamp in the dining area: the light covers more area, it's less glowy and it changes if there is no power (the fuse is out)

  • Improved tutorial: it's a bit shorter, hopefully more to-the-point and now you can have in-game tutorials that appear as you go along. You can also view tutorial from the pause menu as well

  • Changed the item display perspective

  • Changed some camera angles

  • Changed game icon (there's 2 variations: one for 64x64 and under, one over 64x64)

  • Fixed camera clipping into objects

  • Fixed cameras angles not changing

  • Fixed camera being blocked in the kitchen area by adding a new camera angle

  • Fixed animations transitioning after screen fade

  • Fixed some shadow problems

  • Fixed walk/run animation when toggling the lamp on/off

  • Fixed a stack overflow error with the enemies interacting with locked doors

  • Fixed pitch-changed audio getting cut off

  • Fixed hurt animation

  • Fixed walking sounds playing when aiming a gun while the player was previously walking

  • Fixed subtitle text not appearing for some events (such as: putting the fuse back)

  • Fixed inventory following the highlighted item incorrectly when there's a lot of selectibles in the menu

  • Fixed grammar errors in the notepad memo

  • Fixed player's neck UVs that were having black pixels showing in the intro

  • Fixed shower key being picked-up through the shower curtain

  • Fixed being able to do main quest when enemy is full agro; Now you won't be able to complete quests when chased

  • Fixed enemy not being able to pull you out of hiding spots if they it saw you

Thank you to everyone who played the game when it was first released for the gamejam and to everyone who was following the game so far. We hope you like the updated demo!



0 comments

Loading...

Next up

New project/demo release!

A little update (on how the project is doing) + video

Did you know that today is #InternationalJazzDay? 🎷😎

No? 😯 Well, we couldn't pass up this date!

And what better to celebrate this day than #Pecaminosa #OST? 🎷

Let us know what you think about it and have a great weekend!

Path of Kami: The Evolution of the Lore

Enemies can also suddenly spawn through Realm Rifts. These Rift Spawns are going to be stronger than the ones wandering around. TBD on the enemies... #screenshotsaturday #godstear #madewithunity

What you all think

The whole squad is here!

Interested? Follow me!

Demonstration of the spells and their effects :)!

Hi everyone! I started to create some environment props for my new video game, here is a cozy house in the forest. I'm planning to switch from Unity to Unreal... Let's see what new challenges I have to face. Made in Blender and Substance Painter.

A house I've built a while ago. :)

It nicely separates the snowy biome from the grassy one.

It's built with painted Ebonstone.