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Oeuf News

Adding two areas to the game

[p]Perhaps ill-advisedly at this late stage, I've decided to expand two parts of the game from short passages to areas of their own. The area between the Underground Tower and Forest of Branching Paths has been expanded, as has the area between the Side Gate, and the Grand Palace. This means that the area labels in the Forst of Branching Paths and the Grand Palace have been upgraded to full checkpoints.
[/p][p]Underground Tower->Forest before:

[/p][p]Underground Tower->Forest after:[/p][p][/p][p]Side Gate -> Grand Palace before:
[/p][p]Side Gate -> Grand Palace after:

[/p][p]Feedback very welcome - these places need testing...[/p]

Steam Workshop added

[p]
So, I just added steam workshop support! The tab should be visible. To upload a game to the workshop, just click this button in the editor and wait a few seconds and the steam item page will appear. It uses the file-name as an identifier, so if you reshare, it will update the existing mod. I still need to fix up a few things, make messaging better, but it should just work.
[/p][p][/p][p]You can download levels using the workshop tab in the steam game page. Right now my ones are just placeholder.

For information on getting started with the editor (that has yet to be updated with steam information) look here:
[/p][p]https://increpare.github.io/oeuf-documentation/map-editor-tutorial.html[/p][p]

Let me know if you give it a try and make anything fun (I will be checking the workshop ofc to see what appears), or if you run into any problems, or have any suggestions for things to improve :)

increpare[/p]

New in Oeuf: safety and world tweaks!

[p]Hello, hope everyone's feeling appropriately festive. Here's what's been changed in the game this week (just uploaded a build):

=== MAKING THE UNDERGROUND TOWER NICER ===[/p][p]
Then I went and tried to revisit some areas I had been meaning to touch up. The initial house/basement seems to resist improvement, but I an idea for the crypt under the chapel that I think works quite well - it had been quite dark/featureless:

You might think that, being underground, there isn't any point to windows - however that is underestimating how much lighting in the game is just fog. The underground is a giant cavity, and so cutting some unreachable windows looking into it works quite well I think:

(here's what it looks like without fog/fancy lighting - you can see the underside of the world above)

=== MAKING THE HIDDEN VILLAGE NICER ===

There was another level that I'm quite happy with generally, the hidden village, but the bottom didn't feel very like a village :[/p][p][/p][p]The distribution of buildings is a bit random, and you never have the feeling of being in a village, surrounded by houses. So, I moved things around a bit and added another route up on a new building to the left, which makes everything feel a bit cosier/villagey:


the random wooden pen in the middle may not convince, but I think it's better!

=== SAFETY ===

So I had to implement code for loading/saving files, because of an unfortunately security hole in godot functionality for saving to text (the game allows sharing levels, but I don't want this to let you run arbitrary code on other people's computers lol). However, this immediately payed off because I can now easily compare different versions of files and see what the changes are:[/p][p][/p][p] === OTHER STUFF ===

Other changes in the past week:
- new bonfire graphics
- some new sfx
- lots of work preparing the demo version:
- lots of other small world tweaks[/p][p]- working on the trailer! It's fun![/p]

Steam Deck Support Update

[p]When I first sent the game to testers, we were having major performance problems. I had tried to do some optimizations, sight unseen, but some testers did some profiling for me and I hadn't made much progress. Eventually I bought a steam myself, and wow it's a really fun device, and it showed me that I had a bunch of post-processing effects on that made basically no visual difference lol. We were struggling to hit 45fps, and now compfortably hit 60fps with time to spare, and GPU utilisation is much better now. And in the 'fast' mode the game can probably run a lot longer on batteries (not sure exactly how much). [/p][p][/p][p]
Here's the stats for medium quality (77% GPU usage):
[/p][p]
Here's the stats for low quality, showing a 38% GPU usage:
(high quality just adds some anti-aliasing right now, no big difference - and my goal is that the game should look nice whatever quality setting you select)

( I'm not sure what to do about the level editor - it's kind of made for mouse-use - I can jimmy in controller support and see how it feels... )[/p][p][/p][p]Also today I just finished adding in the last touches of UI support for the steam deck: popping up a virtual keyboard for text-entry in the multiplayer menus. So, fingers crossed we'll get official stamp of steam compatibility at some point, but either way, rest assured : the game will work very well on your very lovely Steam Deck! [/p]