LethalMatt-PlayZone icon

PlayZone

[v72] A custom interior for company employees to bring their families to. Created by LethalMatt and pacoito.

CHANGELOG

Changelog

[1.0.5]

Overhauled dungeon generation; did a bunch of other tweaks and fixes, too.

  • Fixed ambient prop sound effects having a pretty noticeable performance impact.
    • Adjusted load type settings and enabled preloading for all sound effects.
    • Removed most OccludeAudio instances, though I'm not sure how much they were actually affecting things.
  • Added config settings to tweak the volume of ambient prop sounds.
  • Made players no longer sink through the floor after having fallen prey to the cubes.
    • Still working on making cubes feel a bit more fair, but for now I've made the spheres to jump on slightly larger (though only in the short hallway tile).
  • Added some more scrap spawn nodes to the LaserZone.
  • Adjusted TykeZone door and window sound effects.
  • Fixed a pretty visible seam in the Apparatus model, it's nice and smooth now!
  • Fixed multiple players entering a seat at the same time causing them to softlock.
    • Reworked interactable seats to use PlayerSeater, like slides.
  • Fixed not being able to jump out of the ball pit without stamina.
  • Made the OutOfBoundsTrigger of any moon PlayZone generates in lower itself accordingly, in case it generates too vertically.
  • Did a bit of refactoring to the project plugin.

  • Trying out some pretty drastic (experimental) generation changes, to see if it feels a bit better to loot.
    • NOTE: If you adjusted PlayZone's dungeon size through LLL or another mod, make sure to change it accordingly (or set it back to defaults), since the overall dungeon size was lowered a fair bit.
    Specific changes to generation (spoiler):
    • Any grabbable item can be deposited onto a Jester by holding the interact button while the prompt to place an item is visible (similar to the Ship's storage cabinet, the Cruiser's back storage, and the desk at the Company)
      • Items can no longer be physically dropped on top of it, but this will likely be readded in the future
    • Lowered base dungeon length from 22-28 to 18-22 tiles.
    • Max branch length lowered from 2-5 to 2-4 tiles.
    • Branch count lowered from 18-25 to 12-18 branches.
    • Played around with generation weights for a good number of tiles:
      • Made short hallway cube pit tiles unable to show up in the main path, so it's not required to cross them to get to another Zone.
      • Made 2x2x3_Jumps, 3x3, and 4x4_Balls tiles unable to generate in branch paths, so as to avoid any of these having a single, dead-end path.
      • Likewise, made both composite playground tiles only able to generate in the main path.
    • Separated main path tiles and branch tiles into different tilesets, so that their depth curves won't affect each other.

[1.0.4]

Reworked trampoline hallway, tweaked some audio stuff, did a few other tweaks.

  • Made trampoline trajectories in the trampoline hallway (hopefully) a bit more intuitive, should be a bit easier to get across.
    • Still working on making the cubes less punishing, but this'll do for now...
  • Did some ambient audio-related adjustments.
    • A config setting for each of the ambient sounds is planned, but not yet made.
  • Added some lights to the trampoline hallway, though they're not guaranteed to show up.
  • Added LCMaxSoundsFix as a dependency.
  • Increased PlayZone spawn weights for a bunch of moons.

[1.0.3]

This update includes many new audio clips, expanded lore, some compatibility stuff, and a few general tweaks.

  • Added a suite of new immersive audios
    • Air conditioner vents
    • Fluorescent light humming
    • Vending machines humming
    • Spinning hazards have ambient wooshing
    • Bowling alley pins more audible
  • Added a light to the soda vending machine
  • Added some spheres into the foam cube trampoline tile to make it a bit easier to get across.
  • Adjusted triplanar values for dark ceiling tiles to line up with lights and a/c vents.
  • Changed HDRI skybox image.
  • Added compatibility with Blackout weather. (itolib 1.0.4+)
    • Also added some compatibility with Gorgonzola and Legend Weathers!
  • For real added cosmetics this time. (Forgor to put them in the last update.)
  • Added a new lore map object that spawns with the Cold Pizza log.
  • Cold Pizza now spawns in one dedicated spot and weight was changed from 3 to 9.

[1.0.2]

Some feedback-based adjustments, tweaks, and fixes; but also cosmetics!

  • Reduced overall size of dungeon a fair bit, mainly targeting number of branch paths and their length.
  • Adjusted all hazard and scrap nodes to avoid potentially floating hazards, as well as items spawning inside the LaserZone pillars (or going through the floor, but that was due to something library-related).
  • Custom scrap with 'set' locations now have their intended rotation when they show up there (e.g. Bowling balls on shelves being in slight disarray).
  • Added a scan node to swinging bars, with brief instructions on how to grab on to it.
  • Fixed (hopefully) rotator hazards potentially being able to push people through walls and out of the map, when going extremely fast.
  • Adjusted some of the custom scraps' values and rarities a bit.
  • Added a few PlayZone-themed cosmetics for MoreCompany:
    • Laser Vest
    • Laser Gun
    • Ball Cannon
    • Cardboard Crown
    • New cosmetics!

[1.0.1]

Small post-release tweaks/fixes!

  • Renamed some parts of the CosmicZone Pinsetters to match the expected vanilla structure a bit more.
  • Tweaked loot spawns a bit.

[1.0.0]

Initial release!