In devlog #15, we’ll be looking at the brand new conveyor ramps, extractor pooping, as well as bunch of other smaller changes and cleanup work I’ve been doing for the last two weeks.
A public playtest for Presence is now available! Go ahead and click the 'Request Access' button on the store page, and you will automatically be given access and have the playtest in your game library.
This playtest consists of the latest build of the game, with all the up-to-date features. It is an alpha build of the game, and so everything is subject to change. Expect minor issues/bugs, but hopefully nothing game breaking.
The goal of this playtest is to let you guys have a taste of how the game feels and plays, and to allow you all to give your feedback on what you would like to see improved!
New Trailer
Here is a simple 35s trailer put together for the playtest release. It briefly shows some of the awesome skills you can acquire, the random generation, and the new class tree features.
Game's Future
The release of this public playtest is a major milestone in the game's development. There is a playable, fairly stable, version of the game!
From this playtest, only a few more fundamental systems need to be added, and from there development will be focused on expanding the actual content within the game.
There may be a series of updates to the playtest in the future to test these new implementations.
From there, we can start to look towards a release! (Currently looking at about a years time)
Conclusion
As always, I cannot thank you all enough for the support. It is a blast working on this project, and I am excited for you to see it in its latest glory. With that, I will catch you all in the next one Far Travellers...
Hello everyone! I am excited to announce that Presence's Play-Test is receiving its 2.0 update! This update expands the game in a whole bunch of ways. To the addition of leveling and the class tree system, to the whole new Castle Area. The game is really starting to take some shape, and I am ready for all of you to play it and give me your feedback!
This update has been announced everywhere, and so a whole host of new players will be playing the game for the first time, which is super exciting!
Feedback
As stated before, I am looking primarily for feedback. Now, I am super excited for you all to get to enjoy the game. That is always the best part. However, the game is still in need of work, and so your feedback will be incredibly valuable.
You can give feedback through the 'Give Feedback' button on the game's homepage, as well as through the community discord.
New Game Trailer
The first trailer for the game has been made to help showcase this play-test release. It is a simple 35s trailer, highlighting some of the new additions.
A Huge Thank You
The previous Play-Test release of the game went incredibly well, and nearly all of your comments and feedback have been added to the game, helping to improve it is more ways than one. I cannot thank you all who play-test the game enough, as well as everyone who will continue to play-test or start to. Your insights and feedback are truly invaluable.
Conclusion
I am ecstatic too see what you all think of the latest version of the game, as well as to hear all of your comments. Thank you all again. I will see you all in the discord, or in the next update ;) Far Travellers...
This update focuses on fixing all the known bugs in the demo while also improving the game's performance.
Until now it was easy to work at the same time both in Genokids and its demo, but the gap between them has grown, which means that from now on the demo will only receive bug fixes. We will be focusing only on important bugs, specially if they not only affect the demo but also the main game.
Thank you for playing the demo so much!
Improvements
Reduced the amount and severity of frame spikes.
The graphic settings menu doesn't show anymore the FPS limiter setting when VSync is enabled as it has no effect.
Improved the quality settings menu by adding descriptions to each setting.
Added, removed and renamed some graphic settings to simplify the quality settings menu.
Autodetect quality settings the first time ever the game opens. This has been added together with the description of quality settings to try to prevent players from lowering settings that have little effect in performance but hugely affect the graphic quality.
Added transparent scaling, which allows rendering only the transparent objects at a lower resolution.
Added a setting to change the rumble intensity of the connected gamepad.
Added a back button to the input rebinding window that opens after selecting an input to rebind. It was possible to avoid rebinding before, but required choosing either "Button" and "Modifier + Button" and having to wait until a timeout runs out and cancels the rebinding process.
Prevent SMAA from affecting the UI as it makes text less readable.
Changed the compression settings of multiple textures to use less disk space.
Changed the compression settings of some audio clips to use less CPU, sometimes less space.
Improved loading times using several techniques, being improved audio loading settings the most impactful one. Loading the level takes less than a second on a fast computer when before it took around 6 seconds. This difference is more pronounced on slower computers.
Improved the settings on all quality setting presets.
Added TAA as an alternative antialiasing method to FXAA and SMAA. Due to limitations with the custom graphics pipeline Genokids uses, TAA's quality is limited.
Added an option to disable the interpolation of physic objects by distance to the camera, as it's only a visual improvement that can cost lots of CPU for slow computers.
Slightly improved the framerate smoothness during loading screens.
Genokids now look towards the movement input when they have no target.
Optimized general CPU and GPU usage.
Fixes
Red's Power charge flow attack's hitbox was activated late when in hyper mode resulting in enemies next to Red not being hit.
It is now not possible to go out of bounds with all the previously known oob techniques.
The mouse cursor won't show up during the starting screens and loading menus if a gamepad is connected to the computer and is being used instead of the keyboard and mouse.
Camera no longer gets inside the character when the ceiling is too close to his head.
When two input actions, one of them with a modifier, share the same button, they won't fire at the same time anymore and instead only the one with the modifier will fire.
Enemies being dragged by hitboxes no longer stop being dragged seemingly at random.
The Valkyrie cannot be easily killed anymore by just repeatedly attacking her with a single basic combo attack and waiting for a short amount of time.
The Valkyrie doesn't change the target of her missile barrage mid-attack anymore.
Fixed intense flickering on objects when the number of dynamic lights affecting it was higher than 8.
Debris from broken objects was able to float on the air in a specific area of the last resting area before the Valkyrie due to a misplaced invisible collider.
Blue's Jetsaw and Red's Power charge forward movement is no longer blocked by the enemy being dragged if it's very close to the Genokid.
When starting to move the character and pressing block on the same frame the Genokid performed a block instead of a dodge.
Characters no longer get stuck floating on the air as long as they were colliding with the place where two walls meet and trying to move towards the edge the walls form, instead now they slide down.
Enemies that fall to the dark goo are now removed.
The camera is no longer able to show what's behind walls and floors on the edges of the screen when using a very wider or tall resolution.
Fix the music was not able to loop correctly in some situations.
The camera no longer goes out of bounds when switching characters while running mostly parallel towards a wall.
The flow help box was unable to automatically collapse when the flow attacks had been rebinded. Now it's able to as long as all four flow attacks have a modifier and set to the same button.
When showing input icons, left mouse button click could be shown as a long string of text instead of a mouse icon performing a left click.
Genokids no longer get stuck during a fast-moving ground attacks when the ground is uneven or steep.
Sliding can now be initiated by dodging downwards in ramps that were previously too steep to work.
The Valkyrie no longer rotates like crazy when using the revenge attack against a Genokid that was close to her and tagged out.
The style meter no longer treats being healed by breaking a green clump as being damaged.
Hello everyone, we are still working on the game development of the occupation mode at this time. The current design is to design the occupation mode as the continuation of the main line. This mode will divide the last city into several different urban areas, each of which will have a new level map with new task types and different danger levels, and some business elements will be added. Currently, the Project Partner system and new clothing will be updated along with the upcoming Occupation mode. However, until then, I will continue to update, fix, and optimize the existing content from time to time. Have a good day, I will try to cheer! thank you
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