Changelog - Version 0.4.13


We've been busy since our last changelog! Lots of improvements, reworks and polish since webGL Version  0.3.6. We've done our best to summarise the changes so far.

  • Puzzles:
    • Tons of new puzzles across chapters 1 - 7.
  • Art & Design:
    • Lots of new assets added and visual updates across
      • Puzzle pieces
      • Player character
      • Level Select
      • Foliage
      • Flooring
      • Trees
      • Iconography
    • General composition of sets and arrangement of objects has been improved.
    • Improved colour schemes across chapters.
    • There is now a unique locked chapter with its own colour scheme and unique player character animations.
    • More integration of the dreamcatchers for holding information, reduced the amount of pillar designs in the game.
    • The stat screen is now different and only features the player character containing how many souls have been collected and the total game progress. The monolith design is now cut.
  • UI:
    • Tabs are now in place and function better in the settings menu.
    • Navigation of UI now feels more juicy.
    • Improved visual consistency of toggles, buttons and text scale across the game.
    • Selection states are now clearer on interactive UI featuring embellishments and animation.
    • Various localisation updates across text fields.
    • Discord Community and Steam Wishlist buttons are in and navigate to correct URL.
  • Input:
    • Selection with keyboard and controller across various UI is improved.
    • Pressing arrow keys navigates to different screen positions.
    • Pressing Z and X in the level select changes the chapters
    • Press WASD and E can select and confirm across various areas of the game.
    • Pressing ESC / Backspace can pause the game or navigate to the previous scene.
  • Optimisation:
    • Reduction of SetPass calls tied to the number of materials we were previously using.
    • We're now using Sprite Atlas' in the game to help reduce batches.
    • Configured a bunch of settings for webGL to limit the max size of specific sprites.
    • Reduction of alpha space across various sprites to reduce build size.
    • Various script optimisations in the codebase which should help performance on lower end devices and in the browser.
  • Features:
    • Analytics are now partially embedded in the game.
    • Demo related features are now partially completed. This will allow us to provide a slice of the game and gate certain content.
  • Misc:

Files

ruya_ascension_webgl_0.4.13.zip Play in browser
32 days ago

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