Changelog: v0.6 - "Tools of the Trade" Update


Changelog: v0.6 - "Tools of the Trade" Update

This update completes the core progression loop and introduces the first functional piece of gear, making the game's economy and player choices meaningful.

New Features & Gameplay

  • Full Progression Loop Implemented: The core gameplay loop is now complete. Players can get a job, complete it for a reward, buy gear at the DarkMart, equip it in the Loadout screen, and use it in-game to access new areas.
  • Functional Gear System: The first piece of gear, the E.M. Induction Gloves, is now fully functional. When equipped, players can use the 'Interact' key ('E' on keyboard or 'A' on an Xbox controller) on Vent Panels to open new paths.
  • Deterministic Vent Mechanic: Implemented a new system of "Vent Panels" (V) and directional "Vent Outlets" (^, >, <, v) which allows for predefined passages.

Progression & UI Polish

  • Mission Replayability: Implemented a system to track first-time mission completion. Full rewards (currency & cred) are now only granted on the first successful run.
  • Mission Debrief Screen: The end-of-mission screen has been upgraded to show a detailed summary of payment received on first-time completions and a custom, fixer-specific message on replays.
  • Improved Tutorial Flow: The first tutorial message now appears automatically on level start, and critical in-game alerts (like "ALARM!") have been moved to the main UI info label for a cleaner experience, removing the devlog from the player's view entirely until it's needed.

Bug Fixes & Refactoring

  • Progression Bug Fixed: Resolved an issue where stage_1.txt was unlocked by default. Progression is now correctly driven by the narrative.
  • Developer Log Hidden: The intrusive developer log is now hidden by default and only accessible via the backtick (`) key, separating player feedback from debug info.

There has not been enough of a change between this build and the last to upload the new one. The next build will be released for playtesting when I can accomplish my previously established goal, that is: Must have the player interact with Cipher and Andrew, they must tell the player of the first 10 locations, and the player must be able to purchase and equip 1 piece of gear. That means I need to make more conversational data with Cipher, I need to refactor the code to include the possibility of multiple "fixers," and thusly I need to introduce Andrew to the player. This also includes significant changes to the current maps I have built, all 10 stages will need to be totally redesigned. Once this is done, 0.6 will be feature-complete and I'll release the stable build, so expect one more 0.6 changelog either at the end of the day today or sometime tomorrow.

I'm also trying to simplify my changelog. Previously I would spend all day coding, then stare down the barrel of an hour trying to remember all the changes I made and fit them into a single post. I'm going to let AI handle it from now on because I need to reduce the time I spend here from ~30 minutes or an hour to 15 minutes or less. Each changelog will now include a couple of paragraphs handwritten by me at the bottom to summarize any changes, goals, etc.

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