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Status Update #53
Hello everyone!
A couple of weeks ago we started using the fade-in progression from the last stretch of 0.5 in the header. It's pretty vague, but it works. The progression % was always quite flawed on our end, and the next time we use numbers it'll be a total render count with a goal. This should be very easy to follow at least. But we'll see! We'll also talk about this more in the post-0.7 news.
On the development side of things, we've continued with editing, polishing, coding and some nice sound effects. Squishing, and that sort of thing. Some plaps. They're a bit weird to work with sometimes. If you know, you know.
We've also been trying to improve one particular scene, especially when it comes to certain effects. Right now it's not working the way we want it to. There are also some moments we'd like to enhance when it comes to water effects, or VFX to be precise. But this might be out of our depth for now.
We'll still have a couple of chances to work this out and hopefully get it all right, as the last scene would greatly benefit from nice water effects. It also carries over into 0.8.
A minor bug, which most likely wasn't noticed by 99.99% of the players, was also fixed. There's a certain moment with
Mr. Miller before the club when he's waiting for you to get ready, and this moment is timed. Unfortunately the variables weren't working as intended, which has now been fixed. Another render pokethrough also got fixed.
And if you're wondering what render pokethroughs are, they are usually like this:
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Can't see it? That's okay, we didn't either. Here, let's zoom in.
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Literally unplayable.
These can slip into the released versions pretty easily, but luckily they're also very easy to fix. If you spot any, please report them. Sometimes they might already be fixed, but it doesn't hurt to be sure. Plus you'll help make the game better for everyone.
As far as other news go,
Ms. Hill kept her lead in the poll and will be in the September special render!
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Cheers,
Robison & Npx