Version 0.1.2 Released - Rebindable Controls!


Version 0.1.2 has been released. This update primarily focuses on making a more robust settings menu, and tweaking physics. Full changelog below.

Gameplay

  • Default keybinds for crouch and dash changed to Shift and Alt respectively
  • Added some extra hidden input bindings for functions that haven’t been implemented yet.
  • Increased gravity from 15 to 20. Base jump velocity increased from 9 to 11.25 to compensate. This should give some more weight to your jumps, I’ll tone it down to a more middle of the road value in a future update if I and others feel like it’s too heavy. The goal is fun movement, not to make a precision platformer. Jumps that go higher than base are also relatively stronger as a result of their velocities being multiplied from base.
  • Velocity multiplier for second jump decreased to 1.2 from 1.25
  • Increased player’s terminal velocity to 35 from 15.
  • Added a new SLIDE_SPEED constant. Everything that previously used DASH_SPEED now uses SLIDE_SPEED.
  • Increased base walk speed from 5.5 to 6, and base slide speed from 9 to 10.5.
  • Added Backdash (Alt or RT). Available at the start of the game. May get swapped out with a forward dash depending on how I and others feel about it. The backdash gives 6 frames (0.1s) of (currently useless) invincibility at the start of the dash. Likely to be tweaked/reworked at a later date.
  • Slide turn speed multiplier increased to 0.3 from 0.2
  • Added a buffer for jumping. The buffer is about 4 frames (0.08s). Additional time to execute the double/triple jumps while grounded has been cut back down to compensate. Overall it should feel more responsive. Pressing jump just before landing won’t ruin your flow anymore (unless you have the air jump but haven’t used it).
  • Reworked the “checkpoint” system. Voiding out via water/lava now sends you back to your last “safe” location. How safe said locations can be is dependent on how I lay out checkpoint zones, and as a result they’re not perfect currently.
  • Keyboard+Mouse players can now walk by holding the “walk” key (default: Ctrl).
  • Altered the MP cost formula for air-jump resets upon wall jumping.                                         Previously it was 30 + (maxMP * 0.2), now it’s 45 + (maxMP * 0.1). This means at LV 1 an air-jump reset will cost your full MP bar, but at higher levels you’ll be able to perform a lot more. The previous formula made it so that large wall climbs were actually a lot easier to perform at LV 1 than higher levels.
  • Air slash h-velocity multiplier decreased from 0.61 to 0.55. 
  • Reworked MP regeneration code so it’s easier for me to work with. 
  • Base MP regen rate has been reduced to 15mp/s from 30mp/s.
  • Added some sound effects, most of which are likely to be replaced in the future because I don’t like them that much. (dash/slide sound is the biggest offender here)

Misc.

  • A proper pause menu is now in place, which allows you to view your stats, restart the game, and access the new settings menu.
  • A new settings menu has been added, with settings split into different categories (Video, Audio, Game, Keyboard, Controller). Non-video related settings have been relocated accordingly.
  • Can now adjust audio volume and set the audio to output to a different device. (I wanted to be able to have music/sfx play through different devices for the sake of recording on my end, but I don’t know if this is actually possible without digging real deep into the engine.)
  • Can now adjust movement/camera/mouse sensitivity. Mouse sensitivity is in the “Keyboard” section. Movement/camera sensitivity is in the “Game” section. 
  • Can now rebind controls for both keyboard + mouse and controllers.
  • Added texture scroll animations for water and lava in the map.
  • The edges of the water mesh now fade away into the background.

Extra notes: 

Currently it’s not possible to adjust the sensitivity of the sticks on their own, as the way player/camera movement is processed makes it next to impossible. If I can figure out a way to fix this I’ll do it, but for now I can’t.

The movement alterations end up breaking a lot of the movement ability gating I had created in the map, but the map was already going to be redesigned anyway. I also ended up completely breaking the infinite wall climb exploit with the movement and MP regen changes. I didn’t intend to break it, but it is what it is.


The next update will feature some major changes to the map, including the addition of enemies to fight.

Files

Adventure of Mystery Island v0.1.2 WIN_LINUX.zip 60 MB
Jan 21, 2023
Adventure of Mystery Island v0.1.2.dmg 65 MB
Jan 21, 2023

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