Some people love them, and others loathe them. The Mac App Store version has not been updated yet but will follow soon.When it comes to beets, opinions are fiercely divided. Steam users should find that their game updates automatically, while those of you playing the DRM-free version will need to download the latest version from Humble. Both off or both on will function as before, while checking only one will allow you to play using something closer to more traditional FPS style manipulation.Īlso included in this patch are a few minor bug fixes for things that have been discovered since launch. With the change in this latest patch you can check any combination of Invert X and Y. In hindsight, this clearly confused people and I will happily admit that it was a mistake. It was never meant to function like an FPS mouse look, which removes the click-and-drag layer and has the player’s mouse represent the camera movement directly. ![]() So the default setting had you dragging the camera around as well, while the “invert” option effectively made you drag the view, in a way this creates an extra layer or separation between the game and the player. I admit it was probably a mistake implementing this the way I did, and I should have split them from the very start, so I apologize.įor those wondering why it was done the way it was, the answer is it wasn’t actually an oversight: The idea behind the camera controls is that you are clicking-and-dragging to drag the view around, just as you click-and-drag objects in the world to manipulate them, and click-and-drag items from your inventory. The ability to invert the X and Y axis of the camera independently is a feature that a lot of people have been asking for. The Eyes of Ara patch 1.0.03 - New Invert Camera options and Bug Fixes And if you’re in Melbourne this year for Unite, be sure to drop by the booth! There’s some stellar work in the showcase, which you can check out at the link below. The showcase games were selected for innovation, creativity, beauty, and fun, and I’m excited and humbled that The Eyes of Ara has been chosen as one of the winners. It’s been a while since my last update, and as a result there’s quite a bit of exciting news to talk about! Made With Unity Showcaseįirst up, I’m thrilled to say that The Eyes of Ara has been selected as one of the games to be exhibited as part of the Made With Unity Showcase at Unite ‘16 in Melbourne. Made With Unity Showcase, PAX Panel, patch 1.0.03, and more! This year’s ceremony takes place next week on November 2nd. I am incredibly humbled to have been nominated for the award. The AGDAs are managed by the Game Developers’ Association of Australia (GDAA) and the event is held in conjunction with the Game Connect Asia Pacific conference (GCAP2016).” “The Australian Game Developer Awards are an annual celebration of the talent that makes up the Australian game development industry. Lastly, it is with great excitement that I say The Eyes of Ara has been nominated for the Excellence in Art award at this year’s Australian Game Developer Awards. From top to bottom they are designed to give progressively stronger hints for finding hidden pickups. Patch 1.1.00 aims to rectify this with new Hint Settings added to the Gameplay Settings menu. Given that everyone has a different level of patience for how long they are willing to search for hidden pickups, these two things combined means that (understandably) some players become frustrated with the pickup hunt. However some of the pickups can be particularly hard to locate, and on dark or high-contrast screens a few have proved to be very difficult to see. It has been great to see that a lot more people have been determined to find all of the pickups than I anticipated. I’m a big fan of hidden collectables, but understanding that not everyone shares the desire to seek out that elusive 100% completion score I made these completely optional. Conversely, the bonus pickups are designed to be hidden (indeed I often used tricks with the art and room designs to misdirect attention away from hidden pickups). ![]() ![]() My design philosophy for the first part was that solving the puzzles should be the challenge, not finding them, and so all of the rooms in the game are designed to draw the player’s attention to the most important elements. The first part being the main story line and critical path of puzzles, and the second being the hunt for all of the bonus pickups. I have always thought of The Eyes of Ara as a game of two parts. The Eyes of Ara patch 1.1.00 - Helpful Hints
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