First Post Jam Update


We’ve been hard at work improving the game. This update has been a good while in the making, and is improving the game significantly.
Feel free to give it a spin and let us know what you think.

Here’s the full list of changes:

  • Add Twitter and Youtube buttons to main menu
  • Fix room layout in floaty tower room
  • Rework music logic to start intermediate track when entering a room
  • Switch to tension music when there is more than one enemy
  • Use cross shaped deadzone for movement on controllers
  • Adjust player movement constants (speed, acceleration, wall jump)
  • Sync music transitions and fades better to bars
  • Add new levels
  • Make lantern light blue to match textures
  • Add rectract sounds to FloorTrap
  • Fix items floating above the ground and create common base scene BaseItem
  • Remove logging
  • Fix room finished jingle not playing
  • Reduce fade duration
  • Stop all other music tracks after fading
  • Crossfade music tracks based on nearby enemies
  • Assign group enemy to all enemies
  • Fix melee attack getting stuck and executing multiple times
  • Make player hands metallic and less rough
  • Convert ogg music files using ffmpeg
  • Fix crystal respawn particles emitting at the start
  • Fix blood decals being too large and not matching wall pixel size
  • Increase main menu background size to cover whole screen and adjust noise to match scale
  • Update player hand bone attachment transforms
  • Remove BPM settings from all imported songs
  • Add Discord button to main menu
  • Fade out pause menu music after unpausing the game
  • A little bit more reverb again
  • Remove unused and very silent sound effect throw_knife_03.wav
  • Fix errors due to unused tweens in MusicManager.fade_track
  • Add randomized sample selection for walk and throw knife sounds in Player
  • Adjust reverb settings to have less room
  • Integrate new bomb fish sounds (explosion and proximity alert beeping)
  • Update CrabMech bone transform
  • Adjust MusicManager calls to new version (using play_intermission and switch_to_file)
  • Disable editor mesh baking and try to place doors and enable traps in play mode
  • Make coin sounds louder
  • Add sound effects to FloorTrap
  • Add new jingle for finishing rooms that matches new music tracks
  • Rework MusicManager to allow for multitrack music
  • Make crystal spawn particles local and adjust accel values
  • Set new music to loop and 140 BPM
  • Remove prefix from new music tracks
  • Add new music tracks for ruins biome
  • Reduce size of particle attractor for crystal respawning
  • Update level files for rooms
  • Create particle system and tween for spawning crystal
  • Move arms backwards during dashing
  • Move player light further up to light arms better
  • Move hands to screen corners so they obstruct less of the screen
  • Increase size of blood decals
  • Add sensitivity settings for controller and mouse
  • Fix error when player deals pull collision damage to enemies
  • Increase Y size of BloodDecal and remove ORM texture
  • Fix blood decal rotation logic
  • Fix error in Item for HealthContainer (MeshInstance3D child not present)
  • Fix errors in BloodManager when spawning decal on upward surface
  • Add Skeleton shopkeeper model
  • Update LevelEditor scene
  • Fix wrong value range for retraction_speed in Weapon.gd
  • Update Player scene
  • Upgrade project to Godot 4.1.1
  • Play walk animation when moving on ground and add animation blending
  • Disable looping on hand walk animation
  • Warning about unused variable delta in BloodManager
  • Weapon chain being way too long and not attaching to hand
  • Crystals recharding immediately
  • Use hand models in Player and attach weapon and crystal to them
  • Add new player hand model
  • Use BloodManager in Hurtbox and add to autoloads
  • Chore: remove unused BloodDecal script
  • Check for raycast normal being zero and rotate floor decals randomly
  • Remove script, animation and timer from BloodDecal
  • Import new blood decal textures
  • Create first version of BloodManager for decals
  • Adjust CrabMech collision shapes to fit where the legs end
  • Disable Vase collision immediately when destroy and speed up anim
  • Make items float towards player if they are close
  • Only scale down coin model but not area
  • Make coins bigger but scale them down when spawning from a vase
  • Knife colliding with FloorTrap trigger area
  • Spikes poking out of FloorTrap a little bit in hidden state
  • 3D sounds not being audible in the editor play mode
  • Baked mesh in editor being offset from GridMap
  • Add new sand textures for rooms in 2nd biome
  • Add new blood decal sprites
  • Chore: update CrabMech arm transform
  • Left over objects when playing different levels from editor
  • controlsMenu not asking to save after pressing reset
  • Accidentally overwriting rooms when teleporting back in DungeonGenerator
  • Not being able to use controller B button for remapping
  • Only show save controls changes dialog when the user made changes
  • Refactor: extract controls saving, loading and changing to ControlsManager
  • Implement saving and loading of controls settings
  • Extract ChestGlowMaterial to its own file
  • Create Upgrade animation and VFX
  • Refactor Snail attack offset to use connect instead of await
  • Enemy markers being shown on already dead enemies
  • Stagger enemy spawning randomly for better performance
  • Pre-instantiate enemy scenes in Spawner
  • Extranous whitespace in Door.gd
  • Don’t render mini map for boss fight
  • Enable branching in DungeonGenerator again
  • Missing doors in dungeon when resetting position after dead end
  • Delay Vase breaking sound and animation and speed up animation
  • Missing input actions for going up and down in the editor
  • Remove unused block input action
  • Make SettingsMenu usable with controller and close credits with B
  • Improve controller navigation across all menus
  • Add action ui_back that is mapped to controller B
  • Warning about unused parameter amount in Vase.take_damage
  • Remove old ControlsOverlay
  • Open ControlsMenu from MainMenu and PauseMenu
  • Remove unused actions move_up and move_down
  • Add reset button to ControlsMenu
  • Increase icon size and add right padding to entries
  • Previous actions not being removed when remapping
  • Close button not working
  • Disable focus of Change buttons to prevent triggering when assigning space
  • Create ControlsMenu for remapping
  • Add keyboard and Xbox controller icons from thoseawesomeguys.com/prompts
  • Missing mesh for Vase placeholder and replace collision with box
  • Allow melee attacks on vases and other environment objects
  • Scale up Coin a bit more again
  • Match unbroken Vase model position and material to animated version
  • Update player vignette animations
  • Scale down coin model
  • Add breakable vases
  • Coin sound not playing on pickup
  • Make crystal sound FX quieter
  • Disable branching in DungeonGenerator for now (creates blocked doors)
  • Play chest pickup sound
  • Play player damage and heal sounds
  • Play coin pickup sound
  • Add new sound effects
  • Shrink crab projectile particle AABB by a lot
  • Prevent CrabMech from hurting itself with its own projectile
  • Reduce size of both hurtboxes for CrabMech
  • Make melee animation faster
  • Disable collision of knife with Geyser
  • Reset room variables when starting play mode in editor
  • Disable external collision detection for items
  • Reduce Geyser force and on time
  • Scale down Geyser model, particles and trigger area
  • Disable traps when room is cleared
  • Warning about seed parameter name in ShakeableCamera
  • Don’t pick up health item when already at full health
  • Implement screen shake setting
  • Implement screen shake when player takes damage
  • Add vignette effect for taking damage, healing, picking up gold
  • Remove color changes from coral shader
  • Add branching to dungeon floor generator
  • Create animated coral shader and scene for CoralMimic
  • Import coral mimic model
  • Replace random shortcut doors with counters and prevent for floor exit
  • Implement random creation of doors between neighboring rooms
  • Clear placeholder tiles on TileMap
  • Implement drunkard walk based dungeon generator and draw mini map
  • Type error when calling MiniMap.set_rooms
  • Wrong player indicator position on map
  • Unused param value in MiniMap.set_room_visited
  • Move chest up
  • Add MiniMap to HUD and update player position on it
  • Disable automatic blender import
  • Create MiniMap
  • Remove stock Godot SVG icon
  • Add custom icon
  • Square chest glow outline and circular appearance
  • Level editor not activating lamps or chests in play mode
  • Errors in Chest
  • Lock chest after collecting content
  • Spawn Chest in place of yellow block
  • Adjust glow mesh vertical position
  • Chest animation not having keyframes
  • Adjust chest glow effect to look more stable
  • Missing texture on throne
  • Show glow only when chest is open
  • Create chest scene and add glow shader
  • Fix weapon colliding with Explosion hitbox causing it to miss BombFish
  • Saving and loading of bus volumes, auto load on start and save on close settings
  • Implement saving and loading of settings
  • Reduce BombFish eye emission for more accurate color
  • Add fullscreen toggle
  • Increase window override size (2x resolution)
  • Make 32bit filter option with toggle in settings
  • Increase color depth and decrease resolution scale for PS1 shader
  • Reset to smaller resolution
  • Remove extraneous whitespace from Weapon.gd
  • Picking up weapon when pulling and player is close to it
  • Make game full screen and use 1080p as base resolution
  • Add PSX post processing shader to player camera
  • Move throw crystal to LB on controller
  • Throw knife action being unreliable on controller
  • Allow pressing menu buttons with A on controller
  • Add doc comment for MeshBaker.determine_colliders
  • Enabled gravity in editor play mode again
  • Pull right right click when weapon is thrown
  • Play sound when trying to pull and not attached
  • Add collision exception for melee hitbox to weapon raycast
  • Error when creating baked colliders
  • Add colliders for baked mesh and fix face rotations
  • Remove extraneous whitespace from GDScript files
  • Create MeshBaker that merges grid map cubes into single mesh
  • Enable occlusion culling
  • Randomize flamer timings a little so their sounds don’t play at the exact same time
  • Reduce flame trap sound volume massively

Files

Sunken_Shadows_0.5.2_Windows.zip 40 MB
Sep 26, 2023
Sunken_Shadows_0.5.2_Linux.zip 40 MB
Sep 26, 2023
Sunken_Shadows_0.5.2_Mac.zip 64 MB
Sep 26, 2023

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