Public testbuild 0.2.7.3! New Animation included, as well as a Linux build!


Howdy!

Public release time, with a load of tweaks and changes from the subscriber build that should hopefully make testing the intro out a lot smoother and more enjoyable; Tib's made a changelog here for you to take a look at, see what's been happening these last couple of weeks on their end:

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Hey everyone! It's me, Tib, I'll run through MOST of the changes since the last public update. There are probably more small things but I might not have kept track of everything, but here are the major changes:

-Added one new, and one old but previously inaccessible animation to the

gallery! The new animation is still WIP and has no audio yet!

-Expanded the intro sequence up until the meeting with RJ! Now it's also

obvious when the testbuild ends!

Now onto the smaller things:

-Updated the engine version (4.3)

-Re-worked the dialogue system to use animated sprites for dialogue instead of the much more inefficient “AnimatedTexture” resource

-(Thanks to Sephra) Made sure all dialogue textures face the same direction, making it much easier to position future characters on either side

-Reworked the Map loading system, so that it can be used with the save system that’s in the works

-Laid the foundation for the Input remapping system

-Added zoom / focus mode for the camera: The camera can/will now focus on important things during dialogue dynamically

-Switched the Physics engine to use Jolt

-Fixed an issue where the transition didn't get enabled properly after coming back up from the platform

-Fixed an issue where the player got teleported to the middle of the map when coming back from the explosion on the platform

-Fixed an issue where you had the option to skip the platform by using the second interaction option at the gate

-Fixed the player falling through the world after going back down to the platform a second time

-Fixed the lighting the second time the player went to the platform

-Fixed CanvasLayers having incorrect or inconsistent numbering, leading to

most GUI draws appeared on the wrong layer.

-The Player can no longer sprint if, during a cutscene, the player object is moved through code, and the player holds down the Shift key.

-Replaced the alarm sound with a much better one after the explosion, with echo included to make it sound more believable.

-Reworked the credits a bit, moved the sound attributions there.

-Improved the train-passby event in terms of audio.

-Added some extra dialogue to amber to explain why she was out for a bit

-Re-wrote a few dialogues with RJ to make sure they all fit in the dialogue box

-Lowered the volume of the dialogue typing sound

-Added a light occluder to the entrance after explosion while in the dark to make sure light doesn't leak through the wall in an odd way

-Added a version label to the pause menu, clicking it will copy the version number

-Added the "Train will arrive" display to the dark, after explosion area to fix continuity error

-Lowered the music in RJs room a bit

-Fixed inconsistencies with RJs room and dialogue

-Made the pictures fade in instead of just quickly appearing

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As for me, I've been working on a guy I hope to be able to get into the next update and his environment to go with it; the hope/intention is he'll be a travelling salesman of sorts, helping Amber out if she happens to come across him (heh) for a price, of course! Now that price is up for negotiation, you understand, and some of the services he provides do require a bit of a hands-on approach to installation, but really you'll find the things he has in mind pretty beneficial in the hazy purple streets of Cyprium!

Doc

Files

predation-win.zip 606 MB
Version 0.2.7.3 7 days ago
predation-linux.zip 608 MB
Version 0.2.7.3 7 days ago

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Comments

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It does not launch for me on Linux, says that old glibc versions could not be found

./Predation_0.2.7.3_TESTBUILD_Linux: /lib/x86_64-linux-gnu/libm.so.6: version `GLIBC_2.38' not found (required by ./Predation_0.2.7.3_TESTBUILD_Linux)

./Predation_0.2.7.3_TESTBUILD_Linux: /lib/x86_64-linux-gnu/libc.so.6: version `GLIBC_2.36' not found (required by ./Predation_0.2.7.3_TESTBUILD_Linux)

./Predation_0.2.7.3_TESTBUILD_Linux: /lib/x86_64-linux-gnu/libc.so.6: version `GLIBC_2.38' not found (required by ./Predation_0.2.7.3_TESTBUILD_Linux)

Hey there! Thank you for letting us know, can you tell me what distro and what version of that distro you are running?

I am currently running Linux Mint 21.3 (Cinnamon)

(3 edits)

How come I apparently need new drivers to play the new release but I can run the legacy version just fine? My computer isn't great but I don't know what kind of leap a version of a game like this would make to do that.

Edit: Just read the "Read me" note but I'm still curious.

(1 edit)

The legacy version used the GameMaker engine, which uses a much older graphics API to render things. 

Godot on the other hand uses Vulkan. Vulkan is a more recent graphic API which requires a GPU that supports it. GPUs released after around 2012 should support vulkan fine. 

It's generally much easier for small teams to use a more recent engine version and simply not worry about compatibility, so that they can focus on actually making the game. This is especially the case for us, as I'm the only active programmer for the whole project.

(+2)

Wonder if we will see latex/goo/slime content? Hehehe 🖤💜🖤

(+1)

Very possible, Gulby is already a hidden easter egg in the game!

(+1)

The game setting is pretty cool! And the animations are very well made, im curious about what the 3D screenshots are but for now i will be following this game development and try to help with the bugs report thing

We have a small side project in place that is 3D, but it's not the main focus. It serves both for us to learn the engine even more, and to avoid burnout stinginess from 2D!


Seeing this game getting put together slowly but surely is awe inspiring. I am curious as to what the testbuild last message meant by "break as much as you can"

as I was stuck exactly where the storyline stopped, unless there is a way to get back to the subway or to the house by bypass

That way I can assure you to find as many bugs as possible

(+2)

Currently the build ends at the security office, after which Tib (me :3) loads the main menu back, as the rest of the game is not quite ready yet. By breaking it I meant try and find as many bugs as you can ^^

(+1)

well nothing was found so yayy!

Is the game actually out or is it just the intro subway still?

It's the intro area being finished, with the "testbuild" ending after the security office cutscene, the game is not at all finished until we reach version 1.0.0.0 ^^

Wow, how long do you think that'll take?

(+1)

1.0 means not only all the gameplay elements are fully finished, but we added all the maps and everything we ever wanted. So it'll take a while, but there will be actual gameplay very soon. But once we reach 1.0, it means the game will no longer get content updates, since we would've finished the story and everything.

I look forward to reading your publications. You are great, thank you for your hard work!~

(-2)

New Project X Love Potion 🥹

(1 edit) (+1)

Looks this vendor has all kinds of various trinkets. Will he sell Trinkets?

We'll see! :3

As long as the copper is better than Ea-nasir's copper, i am sold