0.2.7 Update


0.2.7 Changes

  • Power Grid
    • It was too difficult for players to determine what was being powered by each floors aux battery port. While powered interactable have a powered glow, it was too easy to miss them. This lead to players sometimes experiencing far more backtracking than anticipated. To remedy this I have created a power grid for each floor that will glow blue when powered. This will clearly indicate to player exactly how their battery is impacting the environment around them.
      • What I learned: Creating the modular power grid generator was challenging. I danced around the solution at least 3 times before landing pretty much right where I started. Midway through figuring it out my blueprint for the system devolved into spaghetti. I pushed through the pain and came out the other side with a tool that has saved me a lot of tedious manual setup. I will use the tool again on my next project, so over time it should pay itself off.
  • Made the call lift button light different if the lift is currently on the same level (now mimics elevator button panel lights)
  • The call lift button in the basement will now no longer enable until after the player has used the lift once. This should reduce distraction and confusion.
  • Added a new charged battery halfway between the two final battery points of the level. This will eliminate the need for backtracking if the player simply wishes to finish the level.
  • Added a red cross onto health packs and faced them more strategically to communicate clearly at a distance that the object is not a different interactable.
  • Added a HUD notification to help players understand what is happening when they pull the first hatch lever.
  • Added a new way to get down to the surface from Station 4-B for players who skip ahead and end up doing the golden path backwards.
  • Added more climbing options for players not following the golden path to more conveniently navigate between floor 2 and 3 in either direction.
  • Added a new catwalk to facilitate faster navigation of floor 3.
  • Made it so the player cannot mantle batteries, first aid kits, bricks, and angled lift cables.
  • Added a readable to the fuel room to hint at what the benefits of taking the less conventional route to the Shipyard might be.
  • Fixed an issue with locked out hatch levers where the player could re-enabled them by toggling the power state. They were locked out for a reason.
  • Updated hatch levers to better communicate the positive nature of their locked out state.
  • Added failsafe logic to prevent lift button exploitation
  • Added proper initialization for call lift buttons
  • Adjusted the model of the main lift to help players identify that the lift is already present in the basement with them.
  • Adjusted floor 5 platforms to prevent exploitation of the adjusted lift model.
  • Added floor 3 horizontal auto-lift to cut down backtracking time.

Known Issues

  • Sometimes glass doesn’t break when it should. Don’t give up. You can do it.

Files

World Mover 0.2.7.zip 722 MB
56 days ago

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