Mistake log: 1.0.1.0


Updates galore!!! I decided to ditch the 1.0.0.4 naming scheme because overall this game is really starting to shape up, so I wanted to set it apart from its predecessors. Apart from that, here's the main changes:

- Complete UI overhaul: Most of the assets were handcrafted by me (including the lovely background picture I took while out on the lake), and although not perfect it's a far cry from my primitive placeholders, and the windows are MOVABLE now so you don't have to deal with everything getting in the way.

- Task difficulty scaling and increased functionality (WIP): I added a third commission stats application that'll let you view the tasks you've selected. I wasn't able to figure out how to remove tasks, so I'll add this in the next update. You'll now see that when you complete tasks the time and money scales each time you complete them, so this will be the crux of the gameplay. Unfortunately the gameplay is pretty monotonous so I'll either scale back the time required to complete a task or add some other features to spice things up.

- Game clock and fail states: I've added a new in-game clock that tracks your progress from 12am to 6am (1 sec=1 hour). There's no big "game over" or "win" screen yet, but when you die or the clock runs out your position will be reset and the level will reload (or so I hope, it's been a bit tricky playtesting this with all the new stuff). Oh yeah, you can turn off the air filter to get a little extra power, but if you turn it back on and overload the circuits the power will go out and you'll need to activate the breaker to turn it back on.

- Other fun stuff: You're no longer really small! I moved the camera up a bit so the scale of the map actually makes sense. Speaking of map, I stripped all the other rooms away so now you just have the computer and the breaker to deal with. I also added some new sounds (you can walk away and the computer will tell you when your batch is complete!), and the TTS really helps to add to the vibe I have going on here, and I changed the behavior of the music and added a fun ambient fan effect while you're not at the computer. Additionally, I actually synced the time it takes to complete tasks to the in-game clock so you can actually predict how long a given task will take.

What's next?

- Models, models, models!!! I'm still a blender newbie, but I'm going to force myself to learn it so that I can ditch the placeholder textures I stole off the internet and replace them with my own premium artistic flare! This includes an updated model for the computer and breaker, and I'll probably try to make a character rig too so you're not just hand-less.

- More sounds: I need footstep sounds for the character, a facility reboot sound for when you flip the breaker, and I also need to cut certain audio so that it loops/runs better.

- Menu UI, win/fail screens: Let's get some actual game in here! Menu select screen, maybe some options if I'm feeling spicy, and some game over and win screens so you're not just silently respawning every 6 minutes or so.

- Gameplay and scaling fixes: Gameplay is really boring right now, so I'll implement some features to make it more snappy, and I'll also fix the scaling so that it can't be messed with. I'm also going to add upgrades to combat this difficulty! That's right. Everything you could think of, from power efficiency to decreased research time, it's all going to be there next update. This will really get the gameplay going, as now you'll actually have to balance your spending so you can meet the quota by the end of the day. I also change the time scaling so that shifts can be longer to account for this added depth, it wouldn't be very fun to have to do all this in 6 minutes.

- Additional threats: This is a horror game. Let's treat it like one.

- Story: Steel yourself. Are you prepared?

Files

TuckersBigMistake_SquareMode_1.0.1.0.exe 161 MB
63 days ago
TuckersBigMistake_PenguinMode_1.0.1.0.x86_64 134 MB
63 days ago

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(1 edit)

I wanted to mention really quick that development has been messy and I've been changing a lot of the architecture under the hood so there will absolutely be some bugs. If you see anything pop up let me know in the comments (these comments not the general project comments) so I can add them to my to-do list and squash those bugs in the next update :)