Escape Simulator

Escape Simulator

Confined Spaces - beta 2.6
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Update: 26 Feb @ 2:06pm

<Patch Note, small update with bug fixes> version 2.6 - a little late to fix this but things have been getting in the way a bit elsewhere in my life.

Logic hotspots are a bit larger in several key spots now, easier to reach.
Slight adjustments to collision boundaries in two places.
Some audio that was not working as intended now is doing what I meant for it to do in the first place.
The sounds that drove everyone crazy, barely audible now, and I realized the 'music' setting can only work on one object at a time, which I should have noticed far earlier. At this point all looping ambient layers are either not music or are triggered by specific locations.

All minor fixes but they do help a bit I hope with the issues everyone's encountered here.
I'll do more substantial fixing after contest end date. Some other logic and collider issues still remain inadequately resolved and there are specific polygons on 3d meshes, at least in two cases, that have inverted normals for no apparent reason.

Update: 16 Feb @ 4:10pm

Some last minute fixes graphically mostly at the end scene and tiny adjustments elsewhere preceding that.
Like, a particular rock based object in final scene, the mesh actually loads successfully now.
Fog is slightly denser too. It's not the subtle, barely perceptible effect it used to be.

I figure tags were also a bit excessive so I narrowed down to the most fully relevant ones.

Thanks to everyone who has been playing this. Have fun!

Update: 16 Feb @ 12:53pm

Issue fixed with logic that interfered with successful room completion.
Walkthrough included and adjusted and level is now going to be public.

This room likely still has various bugs but as an entry for the "Build a Room" contest,
mere hours remain til deadline.

I've optimized it as well as I could the last few hours and done what I can.
Hopefully the room's ambition will compensate for its imperfect stability,
and people will overlook defects a bit given this is actually my first published Escape Simulator room.

(Yes, this is entered as a Rookie room in the contest.)

Update: 16 Feb @ 12:39pm

Some visual bug fixes. Some description fixes. Colliders improved in a few places.
New graphical elements in later region of level. Bug fixes of other types and further adjustments suggested by a very confused set of family members testing via co op mode.

Update: 15 Feb @ 6:04am

Many serious bugs in late game fixed, some redesign of early, midgame puzzles to make them more intuitive based on confused playtest feedback from family.

Another playtest with more family begins in two hours and if they give the go ahead, don't see any critical playability problem with it, then it goes from 'Private' to 'public' by mid afternoon today.

It's going from hidden to 'private, FriendsOnly' as of this update as I'm now moving from singleplayer tests to co op groups. As the whole thing basically more or less functions start to finish.

It's the end of alpha in a few hours and on to beta, as far as I'm concerned, around 2pm or 3pm today.

Update: 13 Feb @ 9:28am

Last minute cleanup of details and minor bugs before a family playtest.

Update: 13 Feb @ 8:56am

Fixed several more obvious bugs, including objects switched to static that should not be moving around. In one case, an entire section of walls and room I had somehow overlooked.

Sound is also subtler, thankfully, now.

Update: 13 Feb @ 7:39am

About half the remaining incomplete areas have been added since last version.
The last version had 70% of the room content set up, now it's 85% roughly.

There's an entirely new space accessible now with a three-part added puzzle but even so, there's still another area left to fill in so players can wrap up the story and actually reach the escape doorway (i.e. this alpha does not have any sort of win condition set up successfully just yet)

But at least now there's a glimpse of the space where this room ends.
Bug fixes still ongoing, and filling in that last area, all this needs to be done in the next 24 hrs.
At which point I'm hoping this can be made public.

At which point... the public release will likely reveal a whole new maze of specific errors to sort through that I did not anticipate!

Update: 13 Feb @ 4:29am

<Patch Note>