Your cart is currently empty!
Exit 665 Development Update #5 – First Tester build! [Exit 001]
Liked the article? Want to see more content from us? Sign up to our paid news letter for exclusive content: development updates, discounts on merchandise, and development builds of our future projects as they come out.
Premium
$10.00 per Month.
17 responses to “Exit 665 Development Update #5 – First Tester build! [Exit 001]”
Very intrigued with the build! Loving the enemy and character designs, and the music is peak ๐ every update make me just more and more hyped for the game, keep it up Cavemanon!
Thank you! We’re working hard to fill the game with memorable designs tailored to a script that makes the whole thing our best work yet.
The notes on the area design layout is super interesting, I like the “emotional porn” notes, lol. I assume a large part of the design will be having party members react to more and more disturbing imagery the further you go into downtown?
That’s right, although I believe after a while they would probably become desensitized to the constant barrage of horrors they’re all witnessing and just kind of be over it. At least one of them would, it would make for interesting dialogue with someone that’s still affected by things.
From the sounds of it, the teams are gonna be interchangeable, which makes me curious on that fact too? If you have a character who’d become desensitized if you had them earlier in your team but they weren’t there to witness the more messed up moments, would they have unique reactions to scenarios in the future where they aren’t as hardened to the imagery than if you had them on for previous areas?
It’s likely to be more along the lines of a written story as though the whole cast is always present, as opposed to too many factors. especially where character development is concerned, the script is huge and any big changes would warrant huge chunks of alternate text.
Makes sense, I was imagining it’d be built like that. I’m really looking forward to future updates, and already got a few of my own friends interested in the game! Can’t wait to see what you guys cook.
some notes for the playable demo
fat fingered, disregard
some notes and bugs for the playable demo:
when exiting and entering the pink escalator room, there’s a little bit where you can walk on air before getting pushed to the ground wil-e-coyote style.
morgan will always stick to the bottom of the screen if next to it, even in an area where he can walk up and down (easily seen next to the gas station weed guy)
when leaving the area with the monsters and coming back, if you get into a fight with one you’ve already killed before, the game will softlock you into a fight where you can’t kill him even with instakill
morgan moves sqrt(2) times as fast diagonally as in any cardinal directions, going out of sync with his walk cycle.
the fight UI can only be navigated with the mouse, the ability to navigate with the keyboard should be added.
this is mainly something I wanted to say about the story teaser, there should either be either a dialogue history or ability to scroll back through text. This isn’t a common feature in RPGs, but coming from your Ren’Py work it would be massively appreciated.
Correction: it *can* be navigated with the keyboard, but not with movement keys.
>when exiting and entering the pink escalator room, thereโs a little bit where you can walk on air before getting pushed to the ground wil-e-coyote style.
We were able to reproduce this. As a little behind the scenes, this is likely due to the differences in gravity we set for side-scrolling and top-down rooms. Either that or the shape of Morgan’s collision box when we’re side-scrolling.
>when leaving the area with the monsters and coming back, if you get into a fight with one youโve already killed before, the game will softlock you into a fight where you canโt kill him even with instakill
We were able to reproduce this too. Unfortunately, I have no theory on why this one is happening, but the team is going to investigate it.
>morgan moves sqrt(2) times as fast diagonally as in any cardinal directions, going out of sync with his walk cycle.
Unfortunately, we’re aware of this gamedev 101 mistake. We did a lot of re-engineering of the movement and overworld system as a part of a scope-cut and never got around to fixing this basic thing. It’s noted on our issue log and will be fixed as we polish the game.
>the fight UI can only be navigated with the mouse, the ability to navigate with the keyboard should be added.
Definitely noted! That’ll be necessary controller support as well. I’ll tell our UI guys to make it a priority.
>there should either be either a dialogue history or ability to scroll back through text.
Making the dialogue interface more Ren’py like, both for our own sake and for the sake of our fans who are used to that engine, is a priority for us. We have features like this wrote down for addition, but they’ve not been a priority.
thanks again for the feedback on this.
There is a dialogue history button already in, chud. it’s the small ‘H’ by the textbox on the right side. (we’ll definitely be making proper ui for it soon, right now it looks really basic)
I stand corrected on it all then. I can’t wait for the game, sorry for stating the obvious.
Pretty neat with what’s available so far. Not sure about the rotating sign animation during the battle sequence but maybe it’ll look better when everything else is also animated? Also the bottom of the second escalator in the third room looks confusing, like you think you could enter it but you actually can’t.
QoL features will have to come in the far future though right?
The plan is for that to eventually lead somewhere, yes. Everything is indeed wip, but I appreciate the feedback that something could be done better!
Movement feels a little floaty at the moment. When making a 180 degree turn you take a while to accelerate in the opposite direction, which doesn’t feel as responsive compared to other RPGs.