Traversion Changelog - v0.4.0

Surprise, we’re not dead!

We’ve been working to fix a handful of pesky bugs that have been plaguing us since early development, alongside fixing some user experience issues.

What’s to be expected in future updates?

  • All of the current levels will be revised and detailed
  • UI overhaul. The current UI is functional, but was made in a hurry to meet deadlines, so we’ll be looking over it to give it the attention it deserves.
  • And we’ll be fixing as many bugs as we can. Please report any bugs you find so we can get the fixed asap

v0.4.0

Additions:

  • A noise overlay to most surfaces in the early game; Appears primarily in the Meadow levels as a trial, and will be applied to the rest of the levels if it is well received
  • A player shadow; Player feedback suggested some players have had difficulty dealing with depth perception, particularly with the smooth untextured colours of the islands, so part of the solution is giving the player more feedback for their relative positions to the islands

Changes:

  • Updated Engine to Godot 4.3
  • Overhauled the base player movement code
  • Started overhauling the current level detailing; As of this update, only the first level is directly affected - The level in question should appear more visually interesting

Fixes:

  • VoidSphere shader appearing to move with the camera
  • Explosion decals getting far too freaky on scaled surfaces
  • Non-uniform collision scaling breaking physics - Collisions will now reflect the levels accurately, and should behave as expected
  • A bunch of negative scaling issues related to collisions
  • Some incorrect mesh normals. Early levels should be shaded slightly more consistently