Achievements Unlocked

Been doing small work ever since my build was approved by the Steam review. I was able to accomplish most of the things they asked me to fix for my game. I didn’t know there was a default configuration for gamepads that I could set within my game. They recommended I also have the game pause while in the Steam overlay or if the gamepad disconnects. I couldn’t get that work, but I will look into that if I manage it.

I am able to test the game on Steam since I am the developer and this was a good way to also see if the achievements were working. Most of them were working except for one in the final stage. I think it was bugged because I had the achievement set to an object that was being deleted. To fix it I called the achievement in the level instead of the specific object.

Then while I was playing I took newer screenshots because the ones I have on the Steam page do not reflect the current look of the game. I replaced all the screenshots. The credits for the game were playing too early and I tied to when the player captured the final target.

And also while playing I found one of my bosses particularly difficult. Which is a good sign but also I don’t want it to be too unfair. I lowered the boss’ health to make it feel doable and not just a huge difficulty spike that I put to pad the game time.

I found that I could also change the icon of the game/executable within unreal. I created a new 256×256 icon, and that should be visible on the latest exe file. After finishing the game I can confirm all the achievements work. I have decided on the final price of the game, and I didn’t realize it doesn’t simply convert between currencies. The prices are based on region. With a lot of this settled, I am getting closer to finalizing a release date. It may be as early as May.

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