Been working a lot more on the story of late, but I did manage to get more work done in the physical game. Here we are:
A large optimization update that essentially helps all the objects that are being constantly updated by the lighting system. There is still some more features of this that need implemented, but it’s helped a lot with the smaller update already.
Fixed some issues with the UI transition from the cutscene into the actual game.
Finished implementing the moving platforms (more of horizontal elevators) where you press he to turn it on. Here is the base sprite being used for the platform:
There’s going to be a few attached objects like fencing and a lantern, or something of the sort, in the future to add some more flavor.
Started working on quick save checkpoints that are automatic. Still in a testing phase in a test game, but should be implemented some time.
@glowbug made this cool stop sign sprite:
It’s mostly a flavor sprite that will be among others added. It also has a pole to go on, and is used as a visual eye catcher to help the player keep notice of the surroundings.
That’s all for right now, and like I said, a lot of work is being put into the story at the moment, but some things are still coming! Stay tuned!
Fixed some issues with the moving platform where it wouldn’t let the player interact with the platform while jumping.
Made an optimization quick-fix on the tunnel-way background walls - they apparently weren’t updated while I optimized the other variations.
Made a attached sprite to the moving platform, a fence:
Making this also required some changes in the moving platform, but they were minor.
Continued working on some level design further down.
Fixed an issue with the water animation sprite where it opacity would randomly not appear.
Going to be making more of the environmental objects right now, and hopefully finally get to the enemy designs for the basic melee enemy:D There’s going to more updates soon, so stay tuned to find out more! More information on SOL on the Plymouth Games site: Plymouth Entertainment
Not gonna lie, I nearly fell asleep listening to this. It was the middle of the night when I listened to this, an what kept me awake was the lights in my room.
All of your soundtracks are amazing! Great job, and I am really excited for the Sol demo!
I’m a tad early on this, but I’ll be likely busy tomorrow, as I’m sure this is the case for all of you. As I am also decently busy today, I won’t be posting any new updates for the change log until the next coming week. However, I’ll be taking some time to say Merry Christmas to the amazing creators, artists, musicians, and developers on this small but hearty site called Flowlab.
I started my game development journey back in 2018 with a small game called A Little Evil. It was quaint and unoriginal, and was made with the heavy lack of Flowlab knowledge. Little did I know, however, through that one game I would be still working on projects for the next 3 years, and getting more experienced with each project.
Not only this, but the welcoming community and amazing Flowlab creators really drew me in, and felt like a place to share things artistically among other developers. A lot new, some old - you’ve all been good - and I thank you all for that. I would not be here if it wasn’t for you guys.
Been working on some stuff of late!.. Late in the night. I need to get some sleep XD
Added water sound FX that are triggered through distance (still need to have it kill you if you land in it. Come to think of it, you do need to splash in it too… Some more things to add )
Added an ID based lever system to retrieve a moving platform when you can no longer reach it. It took a while to have independent levers, but I got it figured out and streamlined!
New edits to the intro sequence to give more of an effect with the wording.
Fixed some positioning issues with the arrow signs, along with the sign poles.
Added splash effects when falling into the water.
Added screenshake when using a lever.
Updated intro cutscene music.
Added new Tunnel ambience and hit at the beginning.
Added some new tutorial objects. Still have a few more to go.
Made an FX system for the tutorial objects - also include their own sound FX.
Updated the jumping sound FX.
A lot more on the sound design side, but the update really improved the atmosphere of the murky, cold, wet, and dark TunnelWay. Allegory isn’t as dark as the Tunnels, but is probably just as murky and cold lol not to mention, grimey.
This is probably one of my most personal songs. It’s about seeing those in front of you, those you respect and trust, and seeing them crumble. It’s a distraught feeling, which I can’t really put into words. Listen to it instead.
I am competing in the 2022 Winter Flowjam. This will temporarily put SOL production in a bit of a slow down, but I will most likely still update it here and there.
The current working title of the Flowjam project is called Bowe’s Arcade Collection!, and will be connected to the remake of my previous Flowjam project, DATE-A! Remake. Development has already started production, and yes, it will be weird like my previous Flowjam project (which, I must say, will be getting even weirder in the remake). More info, for you to discover, at release.
Just made a very large performance update to SOL. I say this due it so large that I may not need to make another one again. It has literally fixed all the frame issues. That is, this game has an actual legit loading screen, which let’s the game load in the lighting (the frame heavy stuff) before hand and then let’s you see the game after it is estimated to finish loaded through a timer.
It was a while to get here, so hoowee:D
Also, Bowe’s Arcade is progressing phenomenally, and right on schedule even though I’ve missed quite a lot of time. Cheers!
Managed to smooth out some player animations (probably gonna do that again sometime lol), slice down some time in the intro, and improve player and other miscellaneous object speeds due to the improved framerate. Lookin’ good!