v0.1.1 Update


Here's a long overdue update to the tech demo of Goon's House of Doom 2!

Additions/Changes

  • There is now a Mac version available for download! (untested and unsigned, pardon any inconveniences)
  • Rooms don't appear as "cleared" until all locked doors have been unlocked in them (in addition to picking up all items/memos/maps/solving all puzzles).
  • Disabled rebinding movement buttons on controller. It only accepted joystick/d-pad inputs anyway so it seemed excessive.
  • Replaced the museum exterior model with a custom made model that has far fewer polygons.

Bugs Fixed

  • The map tab in the status screen should work now.
  • Music will stop after returning to the title screen (either via menu or winning).
  • Park loading was getting cut off sooner than intended, it should take longer now (unless you press the skip button).
  • Starting a new game after reaching the end should wipe your inventory and re-lock the museum door properly now.
  • Fixed some weird spots you could move in and be off camera getting lost (this will be an ongoing process for sure, I've already found some more spots that need to be addressed).
  • Doors on the map should correctly represent their status (not found, not inspected, unlocked, and locked), not that they were visible given that the map was not viewable previously.
  • The map was incorrectly reporting the gazebo and sitting room as cleared before they were actually cleared (not that it was visible since the build version of the game had a broken map prior to this update).
  • Fixed several issues with returning to title screen then loading saves or starting a new game.

I've still got a few things I'd like to add in to this demo, most of which will help fully build out the final version of the game:

  • Putting some more content in the demo area overall, including additional obstacles and areas.
  • Adding a proper player death animation and game over screen.
  • Making new models for the enemies.
  • Reworking how enemies react to getting hit, including a false death reaction and flinch mechanic based on damage received over time.
  • Adding some cutscenes to the demo (the framework already exists for triggering in-engine cutscenes, I just need to build them).
  • Properly tracking the player's location on the map.
  • Playing a sound & voice line when starting a new game.
  • Some additional small fixes.

Files

GoonsHouseOfDoom2-v0.1.1-Linux.zip 93 MB
3 days ago
GoonsHouseOfDoom2-v0.1.1-Mac.zip 149 MB
3 days ago
GoonsHouseOfDoom2-v0.1.1-Windows.zip 96 MB
3 days ago

Get Goon's House of Doom 2

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