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Devblog 27



This will slowly get us used to being in “Early Release” when the time comes on steam and for the updates of the KS. I’d rather have the devlog well organised as you can tell.

I’ve also decided to make the devlogs shorter with more visuals. I think I went overboard with the writing at times. I think most people probably don’t want to read a big wall of text anyway. So I figured I’d like to stay in between 300 and 500 words per log, which comes to about a page. It’ll force me to be concise and focus and what’s important.



"Hiya, Cake here to show you what's been done ^^. So, Etienne told me to make a duck with kind of realistic-ish-y Wobble physics, hence why I made that. The problem was the collisions, the platform system kind of wasn't prepared for that (a), so I first thought I had to redo it. Luckily, There was another solution to adding slopes, which is the one I used: Everytime that you move against a wall,the game checks in a for-loop if there's a place free in front of it, but a few pixel higher. If that is the case, you just move up a bit and can just continue ^^. This way, you have pretty much-pixel-perfect collisions, so the duck worked immediately and now it also has slopes :D. Anyway, apart from that, not a lot was added, but there probably will be soon!(I think)"
-Sahand




“E and I have been chatting about changing some of the textures for the music of STG. We’ve been brainstorming about more 16-bit style tracks, and I’m whipping up a few options for us to get some further ideas.”

-Trevor



Allow me to introduce the first member of the “Breasistance”. Those are essentially your comrades-in-arms, there will be one for each stage to rescue, which means 8 in total. Here’s the first one:



I had this guy for quite a while in the corner of my mind and it was time to give it a “physical” shape.
One of the stretch goals would be to make each one of those NPCs playable. Just throwing this out there, just a trial balloon.