Update v0.19: Improved feedback and movement, new HUD and menus, remappable controls, configurable mouse speed

Better menus and HUD, remappable controls

  • The old HUD was quite disorganized and felt cluttered. Elements have been moved around, resized, grouped and colored
  • The Options menu has a new Input page where the Mouse Speed can be configured
  • The Options menu has a new Keys page where many keys can be remapped. Some keys can not be remapped right now, but they will be in the future
  • The tutorial, options and credits are now shown in a separate screen instead of being constrained to the small box in the main menu
  • The tutorial has been improved (text formatting and wording, removed bug reporting page, tabs with headings for each page)
  • Salva Monte Brè main menu logo is smaller and sharper and won’t be overlapped by any menu elements anymore
  • The game’s version number is now only shown in the main menu’s lower right corner instead of being omnipresent
  • The Website, Roadmap, Forum and Contact buttons now use a separate box in the top right instead of cluttering the main button bar
  • Moved the orange “PAUSED” text from the main button area to the upper left
  • Renamed the “Main Menu” button to “Quit Game”
  • The “New Game” button is now only visible while being in the main menu without a game running, but not when the game is paused
  • changed the game’s minimum resolution from 800×600 to Godot’s default of 1024×600
The old v0.18 menu. Quite messy!
The video settings in v0.18 were limited to this small box
The old v0.18 HUD felt very unbalanced and had several problems like the text overlap at the bottom
The old v0.18 fast travel menu that opens when approaching a door
The new v0.19 menu. Much cleaner
They are easier to access in v0.19
The new v0.19 HUD has better symmetry, readability and grouping
The new v0.19 fast travel menu

Player movement and body feeling improvements

  • slightly increased the player’s jump height
  • the player character no longer starts and stops moving abruptly and instead accelerates and decelerates, softening the overall movement feeling
  • the player character no longer falls straight down when the player lets go of the movement keys midair. Instead the current movement is taken into account and the player character falls down in an arc while slowly losing acceleration
  • The player character’s head movement while walking is now solved via code and does not rely on premade animations anymore. This solves a problem where the camera would abruptly hitch when moving in certain patterns
  • The player’s weapon is now also affected by his motion
  • The player’s weapon reacts to jumping and landing, the camera view itself is also dipping slightly down when landing, improving the character’s feeling of weight
  • The head motion now stops playing while the player is midair
The old v0.18 jump. Just a simple up and down motion, stopping immediately
Walking, running, jumping and stopping in v0.18
The new v0.19 jump. The player jumps higher, the landing is softer, the weapon follows the jump’s movement
Walking, running, jumping and stopping in v0.19

Better event feedback

  • The item pickup text is now animated
  • Picking up ammo from the yellow ammo crates or Guardian supply packages displays an “Ammo” message in the message log
  • Picking up an item causes the crosshair to pulse
  • Picking up ammo causes the crosshair to pulse and flash blue. In addition the player’s ammo count pulses too.
  • Taking damage causes the crosshair to pulse and flash red. In addition the player’s Courage value pulses too.
  • Taking damage causes one of the screen’s borders to flash red, depending on the damage’s direction. This greatly improves the player’s awareness of taking damage, especially when it’s from the side or back
Improved damage feedback in v0.19. The crosshair pulses and flashes red, the player’s Courage value pulses and the screen’s side flashes in red, depending on from where the damage came.

Weapon related improvements and changes

  • Added a new model for the Stinkbomb Launcher. It’s still a placeholder, but already makes a bit more sense than the old placeholder gun, which was just a reduced version of the Paintball Gun
  • Fish and Paintballs fly much farther and faster than before. Stinkbombs will hopefully do this too in the future, but collision detection problems in Godot make this difficult right now
  • Increased Fish and Stinkbomb ammo from 10 to 20
  • Supply Guardians now throw 4 ammo crates per bought ammo packet instead of 3
  • Stinkbombs now start emitting when they hit a surface for the first time. Previously they would start emitting as soon as they were launched
  • The player’s weapon is now hidden while he is catching his breath or the when the Guardian menu is open
Firing range of painballs and fish in v0.18
Firing range of painballs and fish in v0.19

Fixed bugs

  • The player can’t use the primary and secondary fire at the same time anymore, preventing him from doing massive damage with the Paintball Gun
  • Ending the current match while the Travel menu is open no longer makes the mouse cursor disapper in the main menu
Update v0.19: Improved feedback and movement, new HUD and menus, remappable controls, configurable mouse speed
Scroll to top