Biolum is a 30min VR sci-fi narrative experience. Dive to uncharted depths of the ocean and discover a beautiful world of bioluminescent creatures. But all is not what it seems. What lies beneath the surface?
[h1]Biolum (0.7.3392.accd76e) Release Notes[/h1]
Multilanguage is here! Biolum can now be played with English, French or Chinese voices.
Additionally we focused on the Global Illumination and the preparation for graphical presets
for the variety of VR-devices.
[img]{STEAM_CLAN_IMAGE}/36096800/ac930978c6070a74baf467a38e4a3de69eb72249.gif[/img]
[h2]Known Issues
[/h2][list]
[*] we are still working on lighting as its gotten too dark
[*] we are working on the distance to grab the kelp in Sc3, as it appears to be too far away from the player
[*] player log lists a reference error when some flocks get activated
[*] the Sc8 Puzzle sometimes causes the fish to interact in a visually unintended way
[/list]
[h2]Added[/h2]
[list]
[*] added multilanguage system with full dialogue sets in English, French and Chinese
[*] added menu system (and interaction) in start screen to choose these languages from
[*] re-added the Volumetric Fogs on each vegetation islands as they were temporarily deactivated
[*] added font Noto Sans with Chinese character set (Open Font licence, free to use also commercially)
[/list]
[h2]Changed[/h2]
[list]
[*] renamed executable to "Biolum.exe" (was still "Bioluminescence.exe" before)
[*] VolFogs are now seperated from Custom Light behaviour, reduced their variance by limiting them to a few materials instead of unlimited property overrides
[*] Vegetation: LoD-Culling is now farther back, so it will pop less when looking at it from a far distance
[*] changed the Quit Menu to now have interactable Buttons to point at as in the Start Screen Menu (OpenXR button primary or secondary, e.g. B on Oculus)
[*] improved Lighting in Sc4, 5, 6, 7 as it was too dark
[*] Sc2: changed the movement of the Chrysaora Jellyfish to be more subtle
[*] Loading Sc07 event happens earlier to avoid popping, when travelling through Sc06
[*] Sc7: Vegetation revamp as it was too repetitive and unbalanced
[*] increased player movement speed Sc08-09 (after spearnose puzzle bit slower, but then getting back to normal until wallbreak)
[*] Sc9: changed particle visibility to be less dominant visually
[*] Sc12/14 Lightmaps, as some Vents were full black (were using Light Probes before)
[/list]
[h2]Fixed[/h2]
[list]
[*] fixed an issue in Sc1-3 where the Harness have had an unintentional offset
[*] fixed an issue, where the player gets abruptly rotated in Sc12 when getting dragged by the glimmung
[*] fixed an issue with the fish swarms, where they could swim through geometry unhindered in several Scenes
[*] fixed an issue, where a sound of Rachael in Sc9 seemed unintentionally cut-off
[*] fixed an issue, where the fade to black at the end of Sc14 was broken
[/list]
[h2]Removed[/h2]
[list]
[*] bubble-like particle systems from earlier versions, as they were not fitting the overall style anymore
[/list]