DevLog #6: A bumpy Saturday


The game now has smooth rotate!

So, today I had my first failed release.  I uploaded a version of the game (0.17) and I don't think anyone here downloaded it, but there were a couple downloads of it on Sidequest.  The problem is the LOD system was really messed up.  I discovered yesterday that evidently if Unity crashes during a build  (or is quit during a build) it will default ALL TARGETS TO LOW DETAIL.  Low detail I didn't really even have setup, and it was culling objects 6 times earlier than it was supposed to be, so they were flickering all over the place.  As a preventative measure for keeping this issue from happening in the future, I've removed the low detail level, so this shouldn't happen again (at least not to the extent that it did).

Design-wise there's a lot of ideas and concepts that I'm trying to pin down.  The next major gameplay goal is to get a tutorial "Quest" into the game.  I think it's gonna be fun even though it's gonna be simple, like most tutorials.  But we'll see!

On the toolchain side I've got a deletion gun I made so that I could knock walls out in VR without having to use the Unity editor.  Doesn't do much on its own but it has already been helpful.  I need to make a sister tool for creating objects too; I want to figure a fast way for placing facades into the level.

Thank you all for playing and for your feedback so far! <3

Files

Quintessence 0.18 Windows
External
Aug 09, 2020
Quintessence 0.18 Quest
External
Aug 09, 2020

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