VersusX
Demon Girl Pro
- Joined
- Jan 22, 2016
- Messages
- 184
- Reputation score
- 97
So, after an hour writting answering everyone, had to go afk and when I get back I find my dear pc restarted, dunno if it was because of a windows shit update or what, but lost everything I written, so I'll sumarize everything up xD, sorry about that.
The mission purposes (whether the level is straightforward or not) are there because we wanted and because they're necessary for testing and fine tuning everything.
About the corridors on the Mansion, we know that, but, for a testing map, we won't be remaking them, we're not that crazy lol (the same applies for the rest of the maps, even when we find something is not cool or that's ugly, we won't lose time changing them, since that's not the purpose of these releases, we'll try to make the maps beautiful for the real game).
This is the same reason why we used an already created map with some modifications for the Mission 3. We just found something that fitted the purpose of that mission and we added it. But this is not any stealing or some shit like that. This is a bought asset from the marketplace that includes this map made by the author that gives you the permission to use it however the buyer see fit.
The "bloody screen" system has indeed that purpose, to reduce visibility,that's why it's not just a small red indicator to show where the damage came from.
The weapon glitch where it appear to be unloaded when changing between levels is something I fixed with this revision released today ^^
The camera during Sexttacks is something that will be revisited in the future to make it better and maybe adding more control to it, but as said, in the future.
Losing focus on menus while alt-tabing is something I can't control, I mean UE4 gives no checks for that.
The mouse, as I mentioned earlier is something I was adding for this release, but then ran into some problems and I was forced to chose between two options: remake a lot on the code behind the menus or scrap the mouse comp., for times and stress' sake I chose second one, besides mouse control for the inventory was never planned to begin with.
Graphics settings not saving was a bug, now fixed
There won't be expanded inventory. But you can discard items as needed ^^ (better not discard the pistol lol)
We'll definitely try to make something with making the items more noticeable, but first we need to think the best approach for that.
A lot of future stuff can be guessed by the options on Title screen and Intermission menu.
My last post gives a link to a post we've been updating with bugs and stuff, where it's clearly mentioned that there's a bug preventing the unlocking of some unlockables and giving the advice to just wait for the new revision fixing those before trying to unlock anything.
As for the number of outfits, you can see them in the download blog post along with their requirements.
This said, thank you all very much for your feedback and bug report (specially the screenshot of the area where Julia gets stuck).
The mission purposes (whether the level is straightforward or not) are there because we wanted and because they're necessary for testing and fine tuning everything.
About the corridors on the Mansion, we know that, but, for a testing map, we won't be remaking them, we're not that crazy lol (the same applies for the rest of the maps, even when we find something is not cool or that's ugly, we won't lose time changing them, since that's not the purpose of these releases, we'll try to make the maps beautiful for the real game).
This is the same reason why we used an already created map with some modifications for the Mission 3. We just found something that fitted the purpose of that mission and we added it. But this is not any stealing or some shit like that. This is a bought asset from the marketplace that includes this map made by the author that gives you the permission to use it however the buyer see fit.
The "bloody screen" system has indeed that purpose, to reduce visibility,that's why it's not just a small red indicator to show where the damage came from.
The weapon glitch where it appear to be unloaded when changing between levels is something I fixed with this revision released today ^^
The camera during Sexttacks is something that will be revisited in the future to make it better and maybe adding more control to it, but as said, in the future.
Losing focus on menus while alt-tabing is something I can't control, I mean UE4 gives no checks for that.
The mouse, as I mentioned earlier is something I was adding for this release, but then ran into some problems and I was forced to chose between two options: remake a lot on the code behind the menus or scrap the mouse comp., for times and stress' sake I chose second one, besides mouse control for the inventory was never planned to begin with.
Graphics settings not saving was a bug, now fixed
There won't be expanded inventory. But you can discard items as needed ^^ (better not discard the pistol lol)
We'll definitely try to make something with making the items more noticeable, but first we need to think the best approach for that.
A lot of future stuff can be guessed by the options on Title screen and Intermission menu.
My last post gives a link to a post we've been updating with bugs and stuff, where it's clearly mentioned that there's a bug preventing the unlocking of some unlockables and giving the advice to just wait for the new revision fixing those before trying to unlock anything.
As for the number of outfits, you can see them in the download blog post along with their requirements.
This said, thank you all very much for your feedback and bug report (specially the screenshot of the area where Julia gets stuck).
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