A few years ago, I started working on my debut game RUTHLESS:1.
It's a science-fiction action-RPG, set in the near future. You control up to three Mechs in battle, which are equipped with weapons, buffs and items of your choice. Every enemy you destroy can be rebuilt and added to your roster.
Check it out here.
Last year, I was on a (poorly communicated) hiatus and decided that I want to keep the community updated by posting bi-weekly devlogs to show a bit of the development process.
Going forward, I will post these on Lemmy, along with other news regarding my game, starting today with the freshly released news of a new patch for RUTHLESS:1, which fixed a really annoying bug.
I hope you enjoy my game and my posts are welcome here.
The pause issue was caused by how Unity triggers it's events. The ESC menu previously loaded some dependecies by script, which would only fire once the menu got activated. At the same time, it tried to set up the Options submenu, which already required one of these dependencies, causing a race condition which would then (more often than not) cause an exception and thus abort the function before the game was paused. The fix was to set up the dependencies in the Inspector, rather than by script.
The Breached and Cracked stack cap were fixed for consistency reasons. Depending on how Effects are caused, their actual value can differ, usually 2% - 4%. A stat is changed by this value times the stack. For example, Breached erroneously capped at a stack of 1, causing a maximum Energetic Defense reduction of 4%, given the value of the Effect is also 4%. Now, it's capped at 20, which allows a maximum reduction of 80% which is quite substantial.