ATAN Patch 1.1 - 'Quality of Life'
Author: Stefan,
published 4 months ago,
[b]Hey There[/b]
A week has passed since ATAN has fully released. Since then our developers have focused on polishing the game's systems and adding some Quality of Life features and a lot of fixes that should improve the overall experience of the game.
For all the people that have been following our development, thank you for playing our game!
As a group of students aspiring to break into the game industry, it means a lot to us that our game has been positively received.
Also an extra thank you to some of our community members that highlighted some issues for us that we could fix:
[list]
[*] DipG
[*] Poncho Rutzzo
[*] Bigbob40
[*] Tenasow
[/list]
Without further ado, here are all the changes from this patch:
[h2]Additions[/h2]
[list]
[*] Achievement - There are now achievements for collecting all the goobers per level and one for collecting all of them in every level.
[*] Audio - New song in the later half of Chahuk
[*] Audio - Settings now have a better default profile
[*] Audio - Completing puzzles relating to lightning now plays a SFX
[*] Audio - Swapping arrows now plays a SFX
[*] Audio - More vegetation has ambience audio
[*] Audio - Cricket sound effects in Chahuk
[*] Audio - Wind sound effects play while swinging with the rope
[*] Audio - SFXs for when you repel upwards or downwards with the rope
[*] Art - Tree in Olis received new wind effects
[*] Art - Leaves can now be spotted near trees in every level
[*] Art - More set dressing in different areas of Olis
[*] Art - New goober masks have been added
[*] Art - New murals in Olis & Mijin
[*] Art - Start area of Mijin received new art assets
[*] UI/UX - Sensitivity slider for both mouse & controller
[*] UI/UX - Volume sliders for SFX & Music
[*] UI/UX - Menu transition animations from Main Menu, Level Select and settings
[*] UI/UX - Navigating option boxes now plays SFXs
[*] UI/UX - New popup prompt whenever the settings have been applied
[*] UI/UX - More images to the settings have been added
[*] UI/UX - More descriptions to what the settings do have been added
[*] UI/UX - New setting that allows you to toggle sprint on hold
[*] VFX - New VFX for the end of Chahuk
[/list]
[h2]Changes[/h2]
[list]
[*] Audio - Timing for the credits song has improved
[*] Audio - Overall volume of ambience has been increased
[*] UI/UX - Updating keybind settings now reflect used inputs
[*] UI/UX - Resetting to default settings now resets all relevant settings
[*] Art - Story Tablets have been adjusted for better facing during cinematic
[*] Art - Leaf material has been updated
[*] Art - Tree material for Olis and Chahuk has been updated
[*] Art - More wall paintings have been added in Olis
[*] Art - Old textures replaced with newer ones in Olis
[*] Art - Goobers now emit a bit of light
[*] Art - Color of the rope has been adjusted
[*] Art - Color adjustments to some of the bushes & plants
[*] Art - The eagle targets have been retextured to better fit the environment
[*] Art - More vertex painting has been done on the rocks, making them stand out more
[*] Gameplay - Climbing system has improved to prevent clipping into moving surfaces while climbing
[*] Gameplay - New max rope length has been set
[*] Gameplay - First gear section in Olis has been adjusted so it cannot be as easily skipped
[*] Gameplay - Legs clip less through objects while mantling
[*] Gameplay - Collision of goober houses have been improved
[*] Gameplay - When the player starts a level ( not via 'Continue' ) they will be brought back to the first checkpoint
[*] Gameplay - When you already have a max amount of anchor upgrades, you don't receive anymore upgrades from the Goobers
[/list]
[h2]Fixes[/h2]
[list]
[*] Audio - Music now plays when a player continues when they quit within a music area
[*] Audio - Moving meshes with audio now properly update with their moving position
[*] Audio - Anchor container doesn't player water splash SFX anymore
[*] Audio - When falling into the water in Mijin, splash SFXs play again
[*] Art - Broken geometry has been fixed on the Axis of the wheel
[*] Art - Some meshes that shouldn't be visible are now hidden in game
[*] Art - Tree at the end of Chahuk has now a minimum LOD, to avoid too low poly geometry
[*] Art - Some geometry in Olis has been removed that was sticking out of the climbable surfaces
[*] Art - In Chahuk, the architecture materials have been updated to the correct material
[*] Art - Shadows on some foliage in Mijin have been disabled to solve shadow artifacts
[*] Art - Some floating rocks in Olis have been removed
[*] Art - Player doesn't have a feather clipping in the floor anymore with new save data
[*] Gameplay - Collision on plant in Chahuk has been disabled
[*] Gameplay - Fixed places where the player could get stuck in geometry in Olis
[*] Gameplay - Fixed issue where player wouldn't be able to move anymore after reloading to the last checkpoint while respawning
[*] Gameplay - Fixed mantling issue at the end of the onboarding section of Olis
[*] Gameplay - Disabled collision on shadow blockers to prevent players from reaching non-playable zones
[*] Gameplay - Issue fixed where the pendulum in Chahuk would get out of sync with the other elements of the challenge
[*] UI/UX - Main Menu no longer shows on top of the settings menu
[*] UI/UX - Fixed an issue where you could un-pause the game with the exit prompt still open
[*] VFX - Impact Effect on Barnacles is now placed properly
[*] VFX - Bow impact doesn't render on top of the character anymore
[/list]