Hot Patch - v0.11 & Current plans


Hi all!

The files should be updated with new hot patch. I did made the mistake of overriding the old files, so now that's gone along with its analytics. Oops, won't make that mistake again!

Here are the changes:

-New Icon

-Fixed dealer cards showing before closing

-Adjusted AI item prioritization

-Clarified the phone description

-Added counters to decks to help make it more readable

-Adjusted cam position a bit

Some known bugs and issues:

- Game breaks when second card is dealt to enemy (a bit rare but it is very annoying as its exclusive to the build and not the engine's editor, making it hard for me to find it and debug it). This problem itself will actually deserve its own separate hot patch as the only solution that I can think of is to restructure the whole thing.

- Ai still a bit dumb, it is a bit better as it now somewhat properly uses it but it now just burns it like its no tomorrow, I could fix it but its gonna take an overhaul of the AI's decision making as its currently just purely simple conditions rn.

- One known winning conditions is not working as intended (Enemy: 11, Dealer: 20, Player: 17) but checking it against the code makes it seem odd as there is no such chance that it would have happen (at least on paper/code), I haven't develop debugging tools yet that can do replicate winning conditions like that. I will continue to investigate this further.

- Screen is unreadable, that's to be expected from the post processing on rn. I will make some adjustments to hopefully make it more clearer.

Current plans for it now is to just make the intended endless stuff with some elements like pick a useful trait in exchange of sacrificing half of your awarded leaderboard points to make it ultimately replayable. Once that's done, that demo build version will probably be the last and be the one for the steam page when that comes up. It was a concern for me to put the endless mode on the demo as it might diminishes the need for players to go for the full game when they have the same experience on the demo. But I would at least like to have something decent for the steam page. And also it will help deal with the last Issue I have with steam which is rating its maturity, as I can tone down some of the stuff for steam (bunny girl stays, but will tune some things to be more inline with steam [just a bit to not make it seem too self harmish] and more inline with endless mode [so no need for the part in the end where the host gets up with jumpscare like music for now]). 

I could remove the demo when the game fully releases or do a lot of content that there is a reason to get the full game (neither of which I want to do, as 1. there is no point to remove the demo unless absolutely necessary 2. each animation I do has to be motion cap by me, then manually converted in blender, and then edited/fixed/and stylized by me in unity without any proper animation/QOL tools as I have no idea as to how to use the animation tools in blender). Pricing is also another concern as some people are uncertain if the game will be free or paid, and tbh I am as unsure as them as well. The main purpose of the game is as a portfolio showcase and a bit of a learning experience, but since I had paid the $100 fee to steam, I at least would like to try to earn back my $100. I could do a special promotion where the game is free to keep on day 1 of release on steam (basically a 100%), then paid like $3 or more cad for the game (which is fine to me). Or you know, just make it free (like its mostly just for my portfolio).

But I am getting ahead of myself, I will just focus on fixing the issues so far and adding the stuff that it needs, and then I worry about all that stuff for later (except for steam, it really does need a steam page).

Files

DeathJack V0.11 604 MB
30 days ago

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