In this dev diary, I talk about some features you might not have noticed in the alpha 0.3 build. While I don't show any of the level that is new to 0.3, I do show the "Lost Child" level from 0.2, so if you are trying to remain completely spoiler free, don't watch this video.
Also, I just got back from PAX, and I am leaving tomorrow on another short trip, so it may be a bit before I get all caught up on the forum. Sorry about that.
Re: 123 - Alpha 0.3 Features (light spoilers)
Posted: Mon Apr 14, 2014 5:11 pm
by RightClickSaveAs
That wasn't boring in any way, thanks for going through it. I'm going to look for all these things when I play through again.
The key bindings seemed to work for me, I rebound use and a couple others and didn't run into any issues. One minor suggestion, and this is so low priority and nitpicky and should be the absolute last thing in a little tiny sub-column of a list called "very minor no-priority things": if there was a way to clear out a key binding completely, like by hitting delete to erase all the previous binds, I would be so happy. I'm really weird about that, one of the first things I do in games is go into the key bindings and clear out all the optional keys. I think it's a holdout from the days I'd play WoW and counter-strike, and used like 90% of the keys on the keyboard so all the optional ones had to go.
Anyway it's such minor thing that if its at all a hassle no one should waste any time on it.
Re: 123 - Alpha 0.3 Features (light spoilers)
Posted: Mon Apr 14, 2014 6:36 pm
by matt
Hmm.. Honestly, I haven't tried the keybindings myself, but I told Dan to do it like Retro/Grade. If there are two keys set and you type in a new key, it replaces both with just that one. If there is one, then it will add a second.
I think that's a good solution because you can bind delete to something if you want, and you can get rid of the optional ones. Is that not the way it works?
If that is the way it works, is that unacceptable? If so, why?
Thanks!
Re: 123 - Alpha 0.3 Features (light spoilers)
Posted: Mon Apr 14, 2014 9:39 pm
by RightClickSaveAs
I went back and played with it some more and it indeed works just as you said, also I figured out you can clear a key by hitting it again, which is a lot simpler and makes more sense than having a separate key just to delete a binding . It is perfectly fine, sorry for the derail, I should have played with it more before I went on about that.
Plus the controls are really streamlined as they are, it's not like there are any optional commands to unbind like View Score or Taunt
Re: 123 - Alpha 0.3 Features (light spoilers)
Posted: Mon Apr 14, 2014 10:02 pm
by gagaplex
Ah, thanks for explanation on the chase sequence. Glad that the suggested "push" towards the door was included, but I thought it wasn't just that. The additional changes help to explain why I had such an easier time in 0.3 with it.
Still hoping for the level layout to be a claw-like tree or something creepy like that with literal branches to the narrative...
Re: 123 - Alpha 0.3 Features (light spoilers)
Posted: Mon Apr 14, 2014 11:13 pm
by matt
I was thinking about doing a tree, but I feel like veins would be a better thematic choice. Unfortunately, I didn't have time for any of the artists to make the textures. I am planning on animating the veins, so it will hopefully look pretty darn cool.
Re: 123 - Alpha 0.3 Features (light spoilers)
Posted: Tue Apr 15, 2014 10:16 am
by gagaplex
Ah, veins, that's a great idea, too.
Re: 123 - Alpha 0.3 Features (light spoilers)
Posted: Tue Apr 15, 2014 3:32 pm
by JPrice
Ahh I love these behind the scenes videos you do Matt, very interesting insights on the changes made
Also I like the vein idea for the branching pathways, seems very fitting!
Re: 123 - Alpha 0.3 Features (light spoilers)
Posted: Wed Apr 16, 2014 4:02 pm
by matt
I'm glad to hear you enjoy them! I will keep making them.
I colored the locked pathways blue and the unlocked ones red because I was thinking of veins, but I didn't ask an artist to put something together for that. I'm not quite sure how they would look given our art style, but I'll have to experiment with it a bit I reckon.