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Blue Sky patch notes

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Jun 11th, 2024
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  1. Full Blue Sky Change Log (Ordered from oldest to newest added)
  2.  
  3. [What's new:]
  4. - New camera sway effect for some scenes (Restored cut concept)
  5. - Overhauled the music and ambience system. It now works just as intended; gently fading tracks in-between levels
  6. - Added a HUD icon for Focus Mode! This icon is a creepy little eye at the top center of the screen that serves to not only communicate to the player when Focus Mode is available, but even hint to the player how much Focus you can still handle! Useful and stylish
  7. - Lots of internal documentation via comments, useful for those looking to take inspiration from Blue Sky's improved code
  8. - Fade effects that use the "alpha" behavior now fade in-and-out in a choppy manor, similar to their hand-done fade counter-parts.
  9. - New Easter Eggs! To prevent spoilers, I'll only list where they can be found
  10. - 1 on the main menu
  11. - 2 (creepy ones) in room 117
  12. - The main menu has been revamped.
  13. - Layout has been tweaked to be more consistent
  14. - New options (New, continue, credits and exit respectively)
  15. - Said exit button will only appear on the downloadable version of Blue Sky, once that releases
  16. - Buttons now have a drop shadow (Inspired by a cool visual bug)
  17. - The taxi now disappears if you have an active game saved, but fades back in for the cutscene if you start a new game
  18. - Improvements to the startup splash screen:
  19. - Added one of the funnier SFX in the game to the startup cutscene for no reason
  20. - Hitting any key or clicking now skips the screen
  21. - Hitting Escape ("Esc") on your keyboard now fades you back to the main menu very smoothly. Combine this with the "continue" button, and this screen can now effectively act as a pause menu as well
  22. - The "Receptionist's" hover text changes to 'Rachel' after you interact with her for the first time
  23. - Hired scummy electrician [Reduced frequency of light flickering]
  24. - Minor improvements to the final cutscene visually
  25. - More size-based distortion
  26. - More color-based effects
  27. - Sam can be seen flickering on screen at the end of the Stille screaming scene
  28. - Finally added a proper, in-house made volume slider to the main menu, allowing users to control the music volume. Right clicking it resets it to the default position
  29. - Entirely new scenes have been added, written by me (Crigence):
  30. - New somewhat secret and humorous scene added for if players attempt to offer a cup of water to Rachel. Honestly, a good part of why I added it was to show off the inventory system more
  31. - New cutscene that should've been there to begin with for if the player attempts to re-enter the checkin room through the door after shutting off the power
  32. - LOTS of new dialogue and dialogue improvements! Here's every instance:
  33. - Room 117's bathroom door can now be inspected with Focus Mode, showing unique dialogue. I don't know why we didn't think of this sooner
  34. - The electricity meter now has additional dialogue for if you try to interact with it after already shutting it off, instead of leting you spam it, and for after the key has been collected
  35. - The checkin window also now has new dialogue for after you get the key, instead of letting you spam it.
  36. - New dialogue prevents you from re-entering the checkin office after acquring the key.
  37. - Completely recoded and optimized the clerk dialogue internally, even added new dialogue for certain paths instead of reusing the same 4 or so lines
  38. - New dialogue for "inspecting" Sam after finishing his cutscene, instead of repeating Stille's initial comment
  39. - New hyper-secret dialogue that can only be recieved by clicking on the safe after getting the key from the receptionist but before you leave the check-in (as you're locked from re-entering, as mentioned above)
  40. - New dialogue for if the player inspects the bathroom door after getting the paper that slides out from under it. Hopefully the hint it provides can push some players in the right direction
  41. - Instead of the return button disappearing after winning the key cutscene, you can now click it before even grabbing the key, resulting in a short, but humorous exchange between Rachelle and Stille, which prevents you from leaving (Also fixes a softlock)
  42. - New dialogue acknowledging the newly broken state of the mirror after focusing on it
  43. - ...And some misc grammar improvements
  44. - Cool visual flair: Hover text now has a subtle glitch transition when you switch to a new object
  45. - The return button will now reveal for a few seconds after you enter a room, insuring that players know it's there
  46. - Full keyboard and controller support! Bet'cha didn't see that coming! Details for the controls can be find in the game's description
  47. - Those who've completed Blue Sky at least once can now skip through entire dialogue strings by simply hitting backspace or B on a controller. This does not apply retroactively, so all players will have to watch the final cutscene in-full again in order to get the bonus.
  48. - Optimized the rain by making it move purely via position instead of physics
  49. - Full mobile version, complete with different text for the tutorials
  50. - Small improvements to the briefcase
  51. - Added controller support, of course
  52. - You can now use the scroll wheel on the mouse to scroll the numbers
  53. - Some minor improvements internally
  54. - The briefcase now fades out after you unlock it and get the key. Small restored concept
  55. - You can now cancel click & drag attempts by dragging the item back into your inventory (with the mouse) or by just reopening the inventory (keyboard and controller). Mostly useless, but if Blue Sky ever gets turned into a full game, it may prove to be a useful feature
  56. - Some rain particles will now sparkle, giving more texture to the rain
  57. - Behind-the-scenes upgrade; Backported 'command system' v1.1 from Cri-Text Framework v2 to Blue Sky's copy of CTE. Hypothetically faster. I love CTF's modular design
  58. - To compensate for the new 60 FPS limit, there is now a cap for how many rain particles are allowed to be on screen at once. This cap is platform dependant. Mobile has the lowest cap with 30, browser has a solid cap of 50, and desktop platforms get the highest cap with 60.
  59. - Experimental change; speeding up dialogue now makes it go 15x faster instead of 10x faster. Please give feedback on whether you prefer this new speed or not if you played prior to this update
  60. - Updated the "next" button sprite for the dialogue box to match the pixel size of the rest of the game, and to take up more realestate in the dialogue box. Partially done for better visuals, partially done for the mobile port.
  61. - Finally, finally, added a sprite for the mirror after it gets broken. Huzzah!
  62. - You can no longer re-focus on the mirror and the messy bed to re-watch their cutscenes. Instead, new dialogue formatted as inspection dialogue will appear informing you to search elsewhere.
  63. - Last, but not least: Focus mode has been updated. Now, instead of using purely a timer to decide whether you lose or not, the game instead works on a strike system. Now, focusing on unrelated objects, waiting too long, or even just backing out of focus mode after it's initiated will give you a strike.
  64. - As well as the above: You will no longer maintain your possessions after you lose with focus mode, and Stille's dialogue has been adjusted accordingly. Good thing you have 5 strikes to work with
  65.  
  66. [What's been fixed:]
  67. - Focus Mode has been refined, and all bugs associated with it should be fixed!
  68. - Including Focus Mode persisting across level resets (dumb oversight)
  69. - Fixed item usage dialogue, and all of its jank
  70. - Fixed electricity monitor not playing dialogue (Or rather, it fixed itself?)
  71. - Fixed game asking player if they want to go into room 177 after any inspection, even if they don't have the key
  72. - The return button code has been refined; and it should no longer stay hidden when you're supposed to be able to access it
  73. - The inventory "hotbar" should also no longer stay hidden when you're supposed to be able to access it
  74. - Fixed some tutorial system issues:
  75. - Fixed tutorials not fading away when completing their objective
  76. - Fixed tutorials fading away too quickly in some circumstances
  77. - Fixed the fourth page / clerk cutscene only playing successfully on level reload
  78. - The shattered painting in Room 117 is no longer falsely flagged as a Focus object. Hopefully, nobody stumbled into this soft-lock before it was fixed.
  79. - Fixed missing SFX. This is what we get for using Discord as an MP3 host to save time
  80. - Oversight; the 'power off' state now saves properly, and the impact on the world remains
  81. - Fixed all known bugs with hover labels. They feel *really* satisfying now.
  82. - Fixed the bug where moving your mouse between objects too quickly would cause the hover text to not appear. Honestly, I thought it was a bug with Flowlab, hence why I didn't fix it at first. Maybe it is, but regardless our game's issue is fixed
  83. - Fixed the issue where labels would block your mouse, thus covering objects and preventing hover text. This actually is a Flowlab bug, and if it's not then it's a stupid feature. Either way, we worked around it
  84. - The game now fades properly when you go to room 117
  85. - Fixed the kaledoscope effect that would happen if your cursor got too close too the suitcase. This was a really easy fix and the only reason why I probably didn't think of it sooner was because whenever I looked at the shader, it would be deleted from the game because I'm a free user. Thanks, Flowlab.
  86. - Fixed some instaces of text leaking out of the text box
  87. - Finally optimized the *hell* out of the clerk interrogation dialogue tree, and fixed some previously broken dialogue paths
  88. - Spent 1-2 hours improving the text background system used only for the credits. I have way too much free time and no self control. Help me.
  89. - Cutscenes that can be played multiple times no longer softlock the game. No, I never tried this in testing. Sorry.
  90. - Fixed potential softlock for if players opened room 117 with click & drag, but clicked "no" all *before* talking to Sam for the first time
  91. - I'll count this as a 'fix': The fadeouts now have a small queue system built in, so fade commands can no longer override each-other, they gotta wait their turn. Fixes the majority of visual bugs relating to the blackscreen, and even hypothetically makes the game more stable due to how many systems rely on the fades
  92. - The game will now check if you won the key from the clerk but haven't picked it up yet upon loading the room. Fixes a *very* niche softlock
  93. - The inventory will now correctly lock and unlock during the room 117 intro cutscene. Dumb developer oversight
  94. - You can no longer spam the buttons on the main menu when the screen is fading
  95.  
  96. [What hasn't been fixed;]
  97. - Upon starting a new game and making it to the motel exterior, a strange invisible cube will appear over both the skyline and the motel sign that blocks mouse inputs for those objects. I managed to lessen the issue by sending messages for some of the menu objects to delete themselves after they're done fading, but it didn't fix this particular problem. It also doesn't happen when you click "continue" and it drives me insane. Probably an engine quirk
  98. - Occasionally, one of the 2 papers you must pick up manually in room 117 will lock the inventory shut, for some reason, hindering further progress. I'm not sure why this happens, but I've done playtests before where the conditions are exactly the same and I've gotten inconsistent results, so I just have to chalk this up to a Flowlab anomaly and admit defeat
  99. - The Sam dialogue is known to sometimes be buggy, preventing access to room 117. I have no idea why this happens, but it seems to be rare client-side issue, so I'd recommend just playing the more stable desktop release instead if this happens to you
  100. - The game once died as I was trying to leave the reception and go to the motel exterior on the desktop release. I'll pin this one on Flowlab not handling big assets well since it was so strange and abrupt
  101. - Sometimes, the briefcase code just doesn't work, and I don't know why.
  102.  
  103. [What's removed:]
  104. - Herobrine
  105. - (And a lot of redundant/deprecated code, developer shortcuts, and unused assets)
  106.  
  107.  
  108. If any bugs remain after this update, please report them via the Plymouth Entertainment public Discord server. Though I'm kind of burnt out on Blue Sky development right now, it's highly likely I'll be back to try and fix bugs in the future, especially if they're small. ~Crigence
  109. https://discord.gg/RT3kjmKuwS
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