Hello backers! Long time since our last update. Some of you asked preoccupied in the comments or by PM if there was some kind of problem with the development, specially since we are inclined to post updates regularly. This time we took the decision of debugging the core structure as much as we can to avoid delaying any longer the release of a playable sample. Maybe the lack of news wasn’t the best of ideas, but we wanted to give you something at once instead of post another “wait a little longer for a sneak peak”.
To all of you sorry for this course of action, we’ll write periodically further on.
Downloading the demo
You will find a mail in your inbox with a download link containing an entire Chapter of Paradise Lost. If you have a Gmail account and it doesn’t appear in the main inbox check the promotions tab. Lot of things that you will experience are on the making and not completely finished, so there’s room for improvement. All the feedback received by your side is more than welcome.
There are certain things that we’d love to include in the current alpha, but we didn’t want to spend more time polishing (it’s hard to stop at some point) and give you a playable sample while completing other basic tasks of the general development. We’ll think about releasing an updated beta demo with more content and improves in the future.
Talking about new features, We don’t want to get too much carried away with things that will be included in the final version (specially if some of them are intrinsically linked to core mechanics and will be like go to hell and back to change them). In any case some improves should be:
- Different skins for male and female (they are already done outside Unity but we changed the system used earlier in development for a more solid one).
- Different color skins (shaders have a high computational cost and we are still trying to find the most efficient solution to implement tonal ranges. For example, some of you may experience performance issues with the red alarms of the stages > that’s because of the use of shaders).
- Allow Subject W to hide crouched in low hideouts such as paper bins, boxes, trolleys or flower pots. It seems a little bit confuse to stay crouched to use drawers / trapdoors and you have to stand to hide on the first ones.
- Leave the door open on the room that you are entering.
- Enemies able to interrupt Subject W while using a vending machine.
- A new bubble state for scientist that are focused working and can’t hear Subject W. Bubbles of “talking state” for characters on cutscenes (in the air).
- Possibility to skip cutscenes by pressing start.
- Advance dialogues by pressing the action key/button (this one could be very difficult to include due the cutscene and subtitle systems that are already used + the need to change the pace of certains cutscenes, but we’ll try to add it).
- Load automatically in the last garden after dying, without going to the main menu.
- Expanded options menu when pressing start (the demo only show the playable controls).
- Show distinctive rooms on the map such as save gardens, elevators and undergrounds with specific colors and letters.
- A legend next to the map.
+ the solving of fixes such as:
- Receiving the first impact when you are pulled out of a hideout.
- If Subject W dies by the hand of a reinforcement guard while exiting a room the player can turn invincible (until you exit and load the game again).
- State bubble maladjustments.
- Sudden pixel displacements between states of enemies.
- Represent all closed doors on the map (you can experience a bug that show some of them open).
One issue that we identified during our tests was that the noise made by closed hideouts could be a huge pain (this is because it reveals the position of W and leaves the player very exposed). We’ll try to change it if people think that it’s an annoying feature.
Starting the next year we’ll add the forum section to our main site and send invitations to the backers so we can have a specific spot to chat, comment and write down all the feedback that you want. In any case we’ll be listening to every comment posted on this update or the main comments section as well.
Hope you’ll enjoy the demonstration and keep an open mind about the result, some things might change in the final version of the game.
Happy holidays to everyone and thanks for your support!
PS: If some of you have trouble receiving the humble mail or other problems please notify us by private message on Kickstarter.
PS2: The demo was developed for Windows version (for the moment).