v2022.5.y.2 YERMA
Author: AK,
published 2 years ago,
YERMA is an opera based on a really savage play by Federico Garcia Lorca, about childlessness and murder. Lorca was one of the best-known sons of Granada, the very beautiful, very steeply sloping Spanish city where I lived two decades ago. He was murdered under murky circumstances, because a brilliant, gay, left-wing, avant-garde playwright is a bad thing to be under fascism. In another History, he almost certainly visited the Mansus on the night of his death.
[img]https://clan.cloudflare.steamstatic.com/images//31397842/10e7fa2d68a07365bd2ee18276f545451e83fd01.jpg[/img]
Lorca RIP, thanks for ending our run of opera-based patch names. I was going to do one more (ZAUBERFLOTE) but YERMA is the [b]PATCH WHERE CARD PLACEMENT IS FIXED[/b], so I want to end it on a high.
NB that is FIXED, not PERFECT. There's room for further improvement, and I have a list of other QoL issues (yes detective homing) to work through. But card placement has gone from being FSCKED to being SHONKY to being MUCH IMPROVED to being FINE. Thank you all for your patience, bug reports, and feedback.
A quick roundup of the last set of changes:
[i]Fixed a bug where dropping the card while the ghost was moving could leave the card stranded between the grid.[/i] - a real head-slap moment, this. A number of people pointed out that sometimes cards ended up off the grid, but it took some debugging time to work out why.
[i]Added some camera angle correction. [/i] The game already compensated for the card being above or below the camera when calculating where it drops. (This was the biggest single fix previously.) It also now compensates for the table tilt.
Q. AK, why you tilt table? tilt table look confusing. There even mod to untilt.
A. Dear player, once long ago I agree, but a contract UI designer back in 2018 convince me not so. just make environment look more lively. Four years on I still think he's right. That said:
[i]Turned off lively but confusing card wiggle when dragging cards[/i] - there's long been a pseudo-random wiggle on the cards when you move 'em. I did like this but it is needlessly confusing when you're deciding where to put the cards. So I finally turned it off, and I like the cleaner effect.
If I get twenty emails saying the wiggle's disappearance makes the game LITERALLY UNPLAYABLE, I'll put it back in, if I get just one, I'll write a sorrowful reply saying sorry, wiggle dead.
[i]made the grid a bit more insistent[/i] - honestly this is too boring to explain
[i]default gridsnap is now 1/2, give it a try[/i] - IMO 1/2 gridsnap is the sweet spot. (I haven't forgotten I promised a NO GRIDSNAP option too - still coming.)
Anyway this patch went live on beta yesterday and then again this morning. Then I noticed I'd included the stupidest bug of my entire career. From your side, this was 'GAME CRASHES WHEN I MOVE CARD DROPZONE', which is not a good back of the box feature. From my side this was
[img]https://clan.cloudflare.steamstatic.com/images//31397842/ae102079a2d298e01610d28be5b06c72b5e22359.png[/img]
which for those of you who don't code means 'not only immediately crash Unity with an infinite loop when this method runs, but do so in a jaw-droppingly obvious way'. My testing is always a little shaky (we're a two-person team and Lottie is busy drawing skill icons) but I don't see how I missed this one. I'm hoping it's some weird build process/source control hiccup and not actual senility. ANYWAY IT'S FIXED NOW SORRY.
Talking of (a) testing (b) Lottie
[img]https://clan.cloudflare.steamstatic.com/images//31397842/f563f08618b63eb2ef0e3e9c17558085d4bad728.png[/img]
the Book of Hours Secret Historian's packs are looking good. and Lottie was delighted that she'd found a wide selection of actual 1920s cigarette cards to add to them. but almost too late she realised that not everything that appears on a 1920s cigarette card is appropriate in 2020, and has had to go through them all carefully to make sure we didn't send anyone anything INCREDIBLY RACIST by mistake.
An extra thank you to everyone who suggested naming conventions for subsequent patches. I was tempted by cheese names. I was more tempted by Zulu names. But because of some relevant lorey backgroundy contexty business, I'm going with flowers, and the next patch will be ASPHODEL.
As Dagmar von Nagelburg would say, pip pip, pots of love.
AK