Ouroboros: Prelude - Alpha Release - Version 0.9.2 Released

Ouroboros: Prelude

Trapped. Hunted. Haunted. Can you survive the darkness or will madness take you?

So... what started as a minor update ended up becoming a major one with an overhaul in the code and physics departments. Update List: [list] [*]Created a physics manager to handle the multiple thousands of physics-enabled objects. This has greatly increased the frame rate of the game. [*]Water has been updated. Before the water was too dark or utterly black and would change at different angles. I completely switched out the water so now it looks like... well, water. This has also had a major impact on the frame rate and the game is running faster on lower-end computers. [*]Fixed climbing speed. Before was much too slow. [*]Fixed climbing physics. Before there was a small chance you would slide around while on a ladder. [*]Fixed flickering textures on breakable floors. [*]Altered creature spawn rates. As you progress through each level there is a higher chance of more nasties for you to deal with. [*]Music/Fear interaction fixed. Before music would cut out randomly, now it will cutout properly. [*]Levels expanded: 3 [*]Rooms expanded: 2 [*]New creature: the Shadow. These creatures may not hit as hard as their corporeal brothers and sisters but they are harder to see as they are utterly invisible except for their shadows. Oh, they can also phase through doors. Have fun with that. [/list] I was going to set this game up for full release this update however there are some cosmetic bugs I want to iron out before I do that. The perfectionist in me will not allow a release until these things are set right. Good luck, stay sane! P.S. I had a number of people ask me about VR, Mac, and Linux support. I covered VR support details in the previous post. Mac and Linux will be supported as soon as I have access to those systems for development. Seeming as I do not, I would have no way of debugging problems for them should bugs arise on those systems.