Eternal Update 0.4 "Cave"
Hi all, Devon here again. Sorry for the long wait, we have been cracking down on a variety of bug fixes optimisations and new mechanics to implement to improve the overall game experience. This update features a variety of new mechanics, bug fixes and a new level environment to explore. A detailed list of changes can be found below:
- Bug Fixes
- Fixed bug where the player can move and punch at the same time
- fixed bug where inventory remained open after death
- fixed bug where enemies would attack in slow motion
- fixed bug where enemies would play walking animation and audio after death
- fixed a variety of issues related to enemies having difficulty checking if the player is alive
- fixed player stamina draining too quickly
- fixed souls counter not resetting on scene reload
- Fixed bug where stamina potion was invisible
- fixed audio not playing correctly for stamina potion
- fixed issues related to getting attacked mid-use of consumables causing controls to lock
- Fixed bug where camera kept rotating on level start
- Fixed Audio crackling and lagging after a certain amount of time has passed
- Fixed bug where The lock mechanic would cause the player's movement axis to be locked making them look like they were running in place
- Fixed resolution UI not having correctly sized elements
- Fixed layer bugs where certain items were tagged as incorrect layers causing delays in enemy behaviours
- Adjusted weapon combo windows to make it easier to chain attacks
- Fixed bug where items would display incorrect prompts when switching between keyboard and controller
- Adjusted incorrect pivot positions for enemies and players' weapons
- Fixed a variety of spelling mistakes
- Fixed bug where items could be picked up multiple times
- New Mechanics and features
- Throwable consumables that allow the player to find and throw hexes that produce an AoE damage effect for enemies making it effective at taking out large groups
- Throwables explosives and pots
- Spells: spells have been fixed and players can now find a talisman to shoot a fireball at enemies and a talisman to heal the player
- Level zones: now enemies will be loaded in based on what level zones you enter improving performance
- Visible item Stats in the inventory showing damage and stamina usage
- Item counters for consumables to tell the player how many items are left
- Parrying system that can be used by pressing z while holding a shield
- The early backstab system can be activated by sneaking behind an enemy and attacking
- Traps and environmental hazards
- Status effect bars
- Vignette effect that correlates to the amount of health player has lost
- UI overhaul with flat colour UI elements and more consistent UI scaling
- Audio
- parry Sound
- Hex sounds
- stun sound
- backstab sound
- 6 new ambient loops for cave level
- Consumable impact effect sounds
- environmental trap sounds
- Overall Audio volume rebalancing
- tweaks to audio range making audio sources more immersive
- changes to audio file format reducing overlap lagging and compression of sounds
- Levels and environments
- Reduced asset count for each level
- Reduced size of textures in each level
- Added post-processing with a bloom and vignette effect to improve visuals
- Changed VFX shaders to be additive to be affected by the bloom
- reduced VFX particles to improve performance
- Optimised modular wall and floor assets to increase fps
- Adjusted occlusion and navmesh settings to increase the accuracy of navmesh and assets LODs
- Split each level into separate scenes to prepare for upcoming checkpoints and level transfer system
- An additional dwarven-themed cave level/dungeon featuring environmental hazards and new weapons and enemies
- 13 new enemy types
- New VFX related to Status effects applied to the player
- Added chest outline VFX that activates when the player approaches a chest
- added several new chest types for a total of 5 distinct chest types to easily distinguish item type and rarity
- Known Bugs
- Player stamina can fail to regen: when this happens drink a stamina potion then attack once and the values should be reset
- Memory leak issue: When players run through the levels without killing enemies the game can begin to stutter: usually around the 25 min mark
- Backstab can cause the player to face the wrong direction when stabbing
- Enemies can be quite passive if they wield a shield
- Magic trap VFX cuts off abruptly
- Footstep audio can still play after the player's death
We thank you for your patience and continued support. Our next aim for the game is to fix the known bugs listed above and proceed to implement a checkpoint-based save system and the ability to transfer the player and their inventory across levels.
Additionally, we are aware of the current state of interactable objects in the game and a full rework is planned in the upcoming future to make these systems more easily accessible.
Any feedback is greatly appreciated,
Many thanks,
Devon Gritton.
Files
Get Eternal (Demo)
Eternal (Demo)
Action packed, medieval fantasy souls-like
Status | On hold |
Authors | DevonGritton, Dango, LiamBansal |
Genre | Action, Role Playing |
Tags | 3D, Atmospheric, Fantasy, Low-poly, Medieval, Singleplayer, Third Person, Unity |
More posts
- Eternal Update 0.3 "City"Apr 13, 2022
- Eternal Update 0.2Mar 15, 2022
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