General patches for release 04 (updated 11/6)


Nothing fancy here, just noting what I fix as I fix it for release 0.1.04.

04b

  • Properly hid a star that I'd just plain forgotten to hide the connecting paths to.
  • Moved switches so that players can't cross the northern crevice in the Rubble Ruins. The switch there was just supposed to hint that the pathway would be unlocked from the other side someday - I didn't realize it was actually reachable 😅
  • Shrunk golf course's sand tile colliders; it was a bit over-aggressive before.
  • Changed golf game so that hitting a mote that's stuck in the sand doesn't count as a putt.
  • Heavily increased the hitbox for Switches
  • Fixed a bug with the dialogue timings that was causing certain NPCs to cut off their own dialogue.
    • This was a weird edge case that only happened when an NPC had a timer set to auto-close their own dialogue, but later engaged in regular conversation with you, and the timer would re-initiate itself with "close chat" as the still-assigned follow-up action. For the most part, the only character meeting that description is the newly-added Gamenut, but it would have started to come up a lot more in later content, so I'm glad I got it.
  • Fixed a collision bug that was causing Grinbles to be hittable even though they're high in the air.
    • Looking into this revealed a surprisingly major issue with the collision system for any mob that used horizontal capsules for their hit colliders (ie. many of them) - and it was as simple as changing one instance of "rotation_degrees" to "round(rotation_degrees)" to account for when a rotation float of 90.000206 degrees technically didn't equal 90. Long story short - this meant wide-but-short hitboxes like Grinbles were acting as tall-but-thin, making their hit bounding math give a huge amount of leeway and allowing for hits that should absolutely have passed under them. This same bug would also be responsible for things like some shots just plain 'going through' Dust Motes when you saw them visually hit, due to their hitbox not actually counting as it should have appeared.
    • This also explains why no matter how well you dodged, the Ruins Hounds seemed to always 'just bite you anyways' when they got close-ish. All thanks to correct logic that forgot to round a float. Dev is fun, huh?
  • The Trash Bandit in the wand challenge should be much less inclined to throw itself anticlimactically into the swamp. (sigh)
  • Updated the sign in Peanut Village that was still referring to the old cap of 5 stars.
  • Fixed the screens with water no longer having the water SFX loop in the background.
  • Fixed a minor event tracking bug that was causing events to be endlessly repeatable by exiting and re-entering the screen.

A few misc questions and other things:

  1. Are you supposed to be able to get any further north into the Ruins?
    1. No, the northern crevice is just an organic way to gate the demo inside its play area. Only about 15-20% of the Rubble Ruins region is currently available in the demo, but the full game will have a few sub-regions, a quest, access to a dungeon and other areas, and a boss of its own.
  2. What's with the giant pit?
    1. It's only a giant pit for the time being - there will be some content visible there later that I haven't built, and rather than blank space, temporarily having it be a giant pit seemed more appropriate.
  3. Why is the golf game in the Ruins? It seems really out of place.
    1. It is really out of place! The minigame will find a permanent home later, in the Ducklands, when the surrounding region is ready. For now, since the 'actual' content planned for its current location isn't intended for the demo (see above, it's the same thing), it seemed like a nice treat to put it at the end of a section of challenges and puzzles.

There's still some more bug stuff I'd like to look into for an 04c, but just putting out a quick patch now to get the low-hanging fruit. Thanks to the help from the Discord for identifying these!


04c

  • We're piloting the new dialogue system now! More info on that here.
    • Huge amount of work went into this, hence the rest of the patch being quite small.
    • There's still a few minor adjustments I want to make with it, but its roughly in place.
  • Default interact keybind has changed from Q to E. Keybindings are now possible in the future with the above changes, so I'll tackle that soon.
  • Fixed a softlock in the Ruins challenge room where enemies could jump over the walls and leave, to never come back.
  • Fixed a bug where the golf high score would overwrite your current score even if it was worse than the stored score.
  • Updates to a bunch of signage all around the game, notably adding a sign in the Ruins to explain that you can't cross the crevice north.
  • Trash Bandits no longer sometimes freeze in place.
  • Updated the camera system in the hopes of fixing the infamous "grey screen" bug. We'll see - I still haven't been able to recreate it myself despite efforts to, so I'm waiting on someone who did experience it to test and let me know.
  • Added some Kickstarter mailing list links in the game :) It's hard out here for a dev! We gotta do what we can.
  • There was a part of the Ruins where people could just walk against a wall to bypass a pit - not only did that mean cutting through the whole two-screen puzzle, but it was also finnicky to cross the pit for players who thought it was the intended path and got frustrated. There's a wall up now.

Get Scrabdackle

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