Trapped. Hunted. Haunted. Can you survive the darkness or will madness take you?
Finally, the next update is ready for release. I had to contend with some spontaneous malfunctioning hardware, a persistent crashing problem, and due to compiling time it takes a very long time to test each iteration of the game to see if it is functioning as it should be.
Update List:
[list]
[*] Room permutations added: 9
[*] New rooms: 3
[*] New scares: 2
[*] New hazards: 1
[*] New sanity effects: 1
[*] New puzzles added: 1
[*] Fixed starting area obstacle so that breakable floor is obvious.
[*] Added starting area randomized "start package" of resources in each starting area.
[*] Increased dark-light intensity.
[*] Decreased sanity effects intensity.
[*] Increased fall damage.
[*] Made swimming easier. Q/E to swim Down/Up.
[*] Fixed lantern crank object.
[*] Fixed player spawned candle so that it does not go through objects.
[*] Added dialogue to some scares.
[*] Increased trap damage.
[*] Fixed a non-functioning sanity effect.
[*] Increased Elixir healing.
[*] Increased Tincture healing.
[*] Changed how levels are loaded.
[*] Changed how data is unloaded.
[*] Changed UI buttons.
[/list]
I started to add a little voice over work to the game. I did some for the trailer but making it for the game was a bit more of a challenge. Having my better quality microphone break did not help in this respect. It is not much, only a few lines to add to the foreboding, creepiness of the labyrinth.
I think I may have to increase the creature spawn rate. In an effort to make the game more survivable I might have decreased the spawn rate too much.
And now to look over it all for any more problems, balancing issues, glitches and cosmetic quirks that need fixing. After these things are covered I am going to start the port over to Mac and Linux. And after that... VR! Hopefully my computer can keep up with me this time around. :)
Good luck, stay sane!