Early log v0.8.0-alpha No Enemy Death + Levels up to 20 + Bug fixes (12/06/2019)

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Luke

Studio Owner
Game Designer
👑 Luke Wolf® Staff
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Chomp 'N' Cheeky
Patch Notes
Version: v0.8.0-alpha
Date: 12/06/2019

Comments:

This version is mainly focused on an additional 10 levels, making a total of 20 levels for this version. I have been enhancing enemy AI and performance. This will show because the game will run a lot smoother on lower-end machines. There is still a lot of work to be done in terms of this, though, and this is why they are all still available on level 1. Please proceed through the game until level 20 to see how it plays out. Soon we will work on a feature for testers to select a level they want to start on so it makes it a lot easier. I got hardly any feedback from the last release so please remember to use the in-game bug report form to submit your feedback. A lot still needs to be tested especially with the issues that have been reported but we cannot replicate them. I want to work to resolve all bugs since we are already creating additional levels and content for players. This version also includes our first nerf - clam death. Clam death can cause a lot of problems for players trying to survive but also needing a clam to remove the bread. By removing this functionality, we are removing the player's concern between keeping a clam alive and their own life. We are also making clam stun time longer so the player can get away from them faster whenever stunning them with a Hammer. Removal of clam death also means fewer bugs and fewer complications revolving around this feature as well as better performance as the total amount of events are reduced. The last big change we have in this version are a lot of enhancements around the hammer.

Reported but unable to replicate:

1) Switch shifting back into a tiny version of himself
2) Dash getting stuck on shapeshifted Switch
- I am still waiting for feedback on whether or not this has been fixed from v0.7.0-alpha.
3) Sticky's tongue shoots at the wrong angle
4) No control over Cheeky after starting a new game
- I am still waiting for feedback on whether or not this has been fixed from v0.7.0-alpha.

Changelog:

NEW:

1)
Under the bread - In section 2 of levels (level 11-20) I have introduced more hidden items. Runes in section 1 (Levels 1-10) are hidden under the bread, but I am hiding more items as the player progresses.
2) Secret runes on every level - Secret runes are going to be placed in every level as a standard during the level design process. Any levels that did not have runes before this now have them.
3) Hammer slam SFX - The hammer will now have a special effect when slamming on the ground in front of cheeky.
4) Cheeky Hammer Swing CoolDown - there is now a very short cooldown when pressing to swing the hammer. You can still hold the control key to swing the hammer constantly without having to press the control key rapidly but there is now a 0.25-second cooldown between swings. This is to provide a better effect between finishing a swing and starting a new one.


MODIFY:

1) Clam death - Clams will no longer die. They will be stunned for a longer period of time whenever getting hit by a hammer or if they collide with Cheeky when he has the strength/invulnerability power-up.

FIX:

1) Treasure calculated at 200% when they are all collected - fixed an issue causing the treasure to be collected at double the rate it should have been.
2) Clam knockback effect fails if hit by hammer from an unparalleled angle - The hammer will now only strike a clam in front of Cheeky rather than being hit when Cheeky swings.
3) Switch not chasing Cheeky when he has a line of sight of him when shapeshifted - I had to revisit this bug as it was not truly fixed. It should be fixed for real now.
4) Switch's pixellate effect gets stuck when hit with Hammer - Switch will no longer have bad special effects staying over him when he is hit with Cheeky's hammer while he is camouflaging or shapeshifting.


Next in development:

1)
Section 3 of levels (levels 21-30)
2) More bug fixes.
3) A way for testers to pick a level to start at.
 
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