Release version 0.1.86
After a long holiday away I'm well in the understanding that time is looking very short if I hope to get some sort of completion on the project before the deadline of the competition. This doesn't, for a moment, mean that I won't continue work on Aperture Reconstructed after the competition is over. There'll be some sort of complete game at some stage, don't panic :)
I just realised that I made a typo with the name of the game files, spelling it "Apeture" and not "Aperture". Ok, lets fix that and see what breaks, this might just be how we spell releases from now on if something does ;)
In the interest of chasing the deadline I've also accepted a lower quality standard for the releases in interest of getting it out there, for people to have fun, and hopefully if there's something game breaking then members of the community will come back to me with issues so that I can address them. Of course I'll also never turn down a good idea, so there's that too. There will, therefore, be more rough edges with the extra four levels, and to those who are really knowledgeable about Portal you'll see the edges I've had to trim off in order to get things working.
Devlog for this release:
- Chambers up to Chamber 18 are now in the game and mostly playable save a few little hiccoughs
- We have turret drones, and they say stuff ;)
- Created a stack of LODs for props which has helped to punch up performance in many areas
- Totally overhauled high energy pellet behavior so that it was predictable and didn't suffer random actions that Unity's physics engine tends to give objects. This also fixes issues where the pellet won't go through portals, or will simply go through walls
- Added a quick respawn volume what will let the player restart close to a puzzle they were attempting to solve without having to reload the entire level again
- Correctly sized Companion cube and other props
- Player can now crouch! Crouch is handy for a lot of different things. It's mapped to Square
- Mopped up some sundry bugs and issues, further refined player movement with a focus on making flings more "natural", added context-specific auto-aim to help for situations where the player had to do trickshots, tweaked jump mechanics so that the player makes a little leap when they first jump - and lots of other good stuff!
Files
Get Aperture:Reconstructed
Aperture:Reconstructed
An explicit reconstruction of Portal for the Playstation Vita
Status | In development |
Author | MRKane |
Genre | Puzzle |
Tags | reihen, vita |
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