0.1.19 Changelog


So uh... remember in the 0.1.17 dev log where I said that I only had two big overhauls remaining?

Turns out past me is stupid, and dumb, and doesn't know what he's talking about. I said before that 'There are two main overhauls left on my to-do list, [...] implementing a texture atlas [...], as well as retiring my animation library for a new one,' and I did both of these things - sort of. I am now using a texture atlas, which should substantially improve performance down the line, and I have updated my animation system to work with it, as well as other general improvements to it. It was actually pretty easy to implement, though it did require substantial modification to my code.

However, I had no idea what was looming on the horizon. Happy with my new atlas system, I started trying to edit my levels... and found my tools lacking. The pre 0.1.19 versions used a polygon based terrain system, where (more or less) I would have to manually place the corners of my terrain by hand. I could modify them afterwards, but making it look presentable was time consuming, and adding things like tunnels were impossible without having to recreate half of what I was tunneling through as a separate polygon.

It was at this moment that I realised I would need to completely rework the system.

I'll spare you the details, but I'm not using a marching cubes based system, which took a while to get working right. In short, this now allows me to paint the levels with brushes, and making tunnels and caves have never been easier! Though there are a couple of downsides - the system does have a couple of artefacts, and it does make fine control much harder, but all in all, I am really happy with how this feels to use. It theoretically should be more performant, but I can't really tell. Oh, and level file sizes are now much smaller as a result (not that it matters, most of the game's size is taken up by music files).

Without further ado, here comes the change log!

  • New ability: Telekinesis! Any object with physics can be picked up by holding right click (beware - the system follows Newtonian physics, and Drea has a maximum strength). This ability will be worked into the games progression down the line
  • Terrain now uses a marching squares based system, allowing for a more rapid and flexible development cycle.
  • Shadows are now meshes handled on the GPU, dramatically increasing their performance (this was needed due to the new terrain system)
  • Added the airbrake and airbrake boost (experimental - hold down left control while flying)
  • Islands have been redesigned with the new system in mind - it'll take some time to get it back to the place it was before, but there's enough there to play around with.
  • Added partial controller support (oh, and yes I reworked how the controls are handled. Mostly. I'll finish it eventually. Probably)
  • Reworked physics objects to be less buggy by using fewer fixtures
  • Restitution is no longer taken into account when bonking
  • It is now much harder to get stuck in a corner
  • Bug Fix: Unchanged values are sent to the GPU for every object, breaking Love's autobatching. This is now fixed, making the autobatcher work again, increasing performance.

Files

In the Heavens 0-1-19.love (Requires LÖVE) 31 MB
4 days ago
In the Heavens 0.1.19 35 MB
4 days ago

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Comments

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Welcome back! The new stuff seems to be mostly working as intended so far, and the performance is good. I've got 2 different crashes to report: the first happens if you just try to select a box in the editor. The 2nd happens sometimes when you're flying and curl up into a ball shortly before hitting the ground. Here's a screenshot of what that one says:



Also I couldn't resist a quick drawing of this lol


Thanks for checking my game out again! I can't put into words how much I love the drawing, I'm extremely tempted to print it out and put it on my noticeboard! Surprised you found that text - it's leftover from the old level designs, I've not deleted any of the props from it as it'll be easier to move them to new locations than completely recreate them.


As for the crashes, I was sort of half aware of the first one - the box was from when I was first learning how the physics works, so I've mostly been ignoring it with the intention of either getting rid of it, or reworking it into a more flexible system.


The second one is a little weirder - the old wall rolling system checked all objects in the level to see if they're close enough to attach to, while the new one only checks the ones immediately close to the player as a result of it being a bit slow (which you actually commented on a while back).

What's strange however is that it should only does this check when you've hit something, and the check isn't finding anything to attach to (which should impossible here). Are you sure you don't hit the ground the frame you hit the wall? It shouldn't be happening either way, but any extra details will help.

Hah, thanks! Here's a short video with 3 different instances of the crash, which might help: