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Releases: devbomb/Dive-Bomb
Release list
0.0.4: Major camera rework
[0.0.4]
Save files
-
Breaking: Changed the way levels are identified in save files. This means
all save files from previous versions of the game are now incompatible and
cannot be loaded.- Personal note: The game is still in alpha, so you can expect further
compatibility-breaking updates in the future. This isn't much of a loss
right now, since the game is so short that losing your save isn't a big
deal. When the game starts getting longer (and starts reaching more
people), I'll start looking into ways to automatically update/migrate
save files from old versions. For now, though, don't get too attached
to your 20 minutes of progress ;D
- Personal note: The game is still in alpha, so you can expect further
-
Changed: Save files now have a "format version" number embedded in them,
so the game can tell if a save file is compatible with the current version
of the game. -
Fixed: If an incompatible or corrupted save file exists, it will no longer
completely destroy the save management menu. It will instead label that
save as either "incompatible" or "toast", and give you the opportunity to
delete it.
Camera
-
Changed: You no longer need to hold down the middle mouse button to use
mouselook. It's just always on now, like you'd expect from any other PC
game. -
Changed: The game now captures and hides your mouse cursor while the game
is unpaused, to support the aforementioned always-on mouselook. -
Changed: The camera will no longer rotate on its own as you walk if you
moved it using the mouse recently.- More specifically: moving the mouse now puts the camera into "mouse mode",
during which all auto-rotation is disabled. Mouse mode lasts until the
next time you touch the right analog stick or press the "recenter"
button.
- More specifically: moving the mouse now puts the camera into "mouse mode",
-
Changed: "Camera suggestion zones" will no longer activate if the camera
is in "mouse mode". -
Changed: Drastically reduced the base mouse sensitivity.
-
Fixed: Fixed the camera behaving strangely if you rotate it while rolling.
-
Fixed: Fixed the player being unable to use the mouse to override
"suggested" camera angles.
(issue) -
Fixed: Fixed camera controls being unintentionally enabled during the
"parachute" cutscene at the beginning of every level.
Snapjaw Swamp
-
Changed: Added a tiny little "safety wall" in front of a pit on one of the
tree branches. This was necessary because the default camera angle makes
that pit nearly impossible to see. -
Changed: The "cylinder" camera zone around one of the trees (the one that
puts your camera into a pseudo-sidescrolling perspective) is now considered
a "suggested" camera angle, rather than a forced one. This means you can
override it by using the mouse or right analog stick.
Misc
- Changed: Completely refactored the collision layers for various objects.
This should make it easier for me to decide which collision layer any
particular object should go in.- Note: This shouldn't have had any noticable effect on the game from a
player's perspective, but there's a nonzero chance that I've messed
something up in the process. If something seems broken, you can report
any bugs you find on the itch.io page, the discord server, or the github
issues page.
- Note: This shouldn't have had any noticable effect on the game from a
0.0.3: Music and other fixes
-
Fixed: (issue) Fixed music not playing in time trial mode
-
Fixed: (issue) Fixed the wrong music playing when loading a save file during the tutorial's escape sequence
-
Fixed: (issue) Fixed the door being incorrectly locked behind you when loading a save file during the tutorial's escape sequence
-
Fixed: (issue) Fixed the player not moving with conveyor belts while they recover from a bonk
-
Fixed: (issue) Fixed the Atlas showing levels you haven't visited yet, if you open it from a hub world
0.0.2
-
Added: A change log. Wow!
-
Added: Bonking now leaves behind an imprint of Special Agent D's face at
the exact point of the collision. Now you'll know exactly how close you
were to making it up that ledge. -
Changed: Under-the-hood changes for how textures and materials are applied
to level geometry when importing level files. We now use FuncGodot's
built-in functionality for replacing textures with materials, instead of our
own custom solution. You shouldn't notice any difference. -
Changed: It is now possible to perform a "bound jump"(this game's term for
what Mario 64 calls a "double jump") from a standstill. You previously
needed to have a tiny amount of horizontal speed for it to trigger, which
made some tricks unnecessarily difficult to set up. -
Fixed: Fixed the player bonking against breakable objects(such as vases)
in very rare circumstances. Hopefully. -
Fixed: Rolling off of a conveyor belt and onto stationary ground no longer
causes you to bonk against the air. -
Fixed: Fixed the player incorrectly gaining small amounts of horizontal
speed when jumping and landing, even if you weren't touching the stick. -
Fixed: Fixed the player being able to gain infinite height by wall jumping
off of a wall after jumping off of a conveyor belt moving towards that wall.-
This was happening because the player still kept the momentum from the
conveyor belt even after jumping off of the wall, meaning your jump didn't
take you as far away from the wall as it was supposed to. This meant you
could get back to the wall to jump again much quicker, allowing you to gain
more height than you lost. -
Personal note: I debated a lot about whether I should fix this or not.
This is a game about speedrunning, and speedrunners love this kind of
bug! What kind of signal would I be sending by fixing it?Ultimately, though, I decided that it was too easy to pull off for how
potentially powerful it can be. I'll try to think of ways I can
reintroduce a nerfed version of this trick as an intended feature, but
in the meantime, it had to go.
-
-
Fixed: Fixed a texture in the tutorial level that was missing its normal
map. It should now look shinier and less flat. -
Fixed: Fixed the wrong background music playing if you die or reload a
checkpoint during the tutorial level's escape sequence.
0.0.1: First Public Alpha
Hello, and welcome to my game. I have been working on it in private for about 3 years now, but I've been wanting to make it open source from the beginning. The time is finally now.
Development from hereon out will happen in the open. Dive Bomb won't be hiding away in a cave anymore.
Please enjoy, and don't hold back on the (constructive) criticism!