Dev Log Update v0.24


September 6th, 2024

Preparing for Steam

Over the past few weeks, I have been busy preparing the demo for Steam. Much of this time involved setting up the store page and awaiting Steam's approval. During downtime, I enhanced the game in several ways. This included revising the voice dialogue in the opening cut-scene, crafting a new Announce Trailer with a fresh music edit, making slight improvements to the Splash Scene where the game's logo is displayed, and implementing a few quick fixes detailed below.

Cut-Scene Changes

To make the opening cut-scene more engaging, I switched the initial dialogue to Latin—yes, that was an attempt at humor, but I actually did it! The original dialogue began too abruptly, making it easy for players to tune out. Starting with an echoed Latin phrase that recites a resurrection spell, and repeating it in English closer up, focuses attention and eases viewers into the game's narrative. This pacing adjustment allows for a more natural and impactful introduction.

Demo Announcement Trailer

Compiling the trailer took three full days. Recording gameplay consumed significant space on my primary SSD, necessitating frequent transfers to an external drive due to space limitations and occasional freezes. Editing the video was challenging, as my setup struggles with processing and often crashes, leading to repeated work. The one-minute video is adequate for the initial Steam page launch, though future enhancements are planned to refine its appeal to potential publishers, investors, and gamers.

Quick Fixes

  • Stash Update Bug: Resolved an issue where items removed from the Stash to the Backpack would duplicate if the game was exited and re-entered.
  • Skeleton Trap: Spawned Skeletons, from trapped crates and barrels, face the player upon entry, enhancing immediate engagement.
  • Progress Indicators: Differentiated actions involving Doors, Treasure Chests, and Wall Traps with distinct icons to reduce confusion:
    • Lockpicking: Introduced a Lockpick icon with a progress bar, clarifying that no keys are consumed.
    • Wall Traps: Replaced the keyhole icon with a gear icon on control panels, matching the in-game mechanics and visually indicating that lockpicks are not used.
    • Locked Doors: Enhanced the graphics for the Lock Keyhole to align with the new Lockpick and Gear icons, improving visual clarity and cohesion.

Imbuer XBOX Help Issues

There remains an elusive issue with the Imbuer interface, where XBOX Help Tips appear unexpectedly for players using a Mouse and Keyboard. Despite adjustments to the relevant scripts, the problem persists intermittently. Feedback or video evidence from players encountering this issue would be invaluable.

What's Next?

The official launch of the game demo on Steam is imminent. I am considering whether to continue updates on this platform or focus solely on the Steam page. This decision hinges on balancing visibility on search engines and providing the most current game version to potential players. Further reflection is needed to determine the best course of action.

Files

Go Deep Or Go Home.zip 240 MB
29 days ago

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