Week 3 Update (Patreon)
Content
Since there haven't been any comics this month and works been pouring into a Halloween build for Turn, the devblogs continue! This week I spent a lot of time and had more than one headache over upgrading the version of Unity I'm using.
There were many reasons for this. Newer versions improve the quality and performance of the renderer, as well as offer some features I didn't want to sink time into coding from scratch (like animated tilemaps).
Also, as you can see above, later versions of Unity completely change the way full screen effects and post processing work. The above comparison is mainly a result of HDR color grading support (so really bright colors don't get washed out). If I was going to have to redo that stuff ever, I realized it should probably be now.
This sucked a lot of time out of making the build playable, but it was something that needed to be done. I have to lock down features this week so that my last week can actually be spent making sure the rest of the cutscenes are ported, but I did start work on some light flavor for death sequences.
This feature probably won't make it into the Halloween build, but I am thinking about how to add optional flavor content to death without interrupting the flow of a difficult section where you might be dying a lot.
So that's it for this week. A little light on flashy new stuff, but I had a friend's birthday and some minor time off and the Unity upgrade was (and still is) taking a bit of work backstage. Hopefully next week I'll be able to get that build out. See you then!