The Steam Store (+ Playtest) is Live!
I’ve been a much more productive bee since the last couple of updates on here. The main thing being that I have got the steam store page up and running along with a playest.
This has given me a bit of motivation to push on with development with the game. So behind the scenes I have started drawing up plans for what a Beta is likely going to look like for the game, as well as beginning to storyboard and write up some descriptions for things.
I do also have a kind of roadmap that shows you what I’ve done and when, although I don’t really show up and coming things and when they will be done much. I’m still looking into GameJolt’s ecosystem too.
Inside the game has seen quite a few changes since the last build too! Including bringing the game engine up to date. Below are the various updates I have done since my last update post on here.
0.0.7.3 (ENGINE UPDATE)
- Moved the project from Godot 4.2.2 to Godot 4.3. Some node conversions have occured as a result of this.
- Cleaned up some of the scene trees.
- Removed a bunch of tiles that the player never sees. Should result in a tiny performance increase.
- Added a patch notes panel to the main menu.
- Enabled MSAA at 2x adn ‘Snap 2D transforms to pixel’ in the project settings. This should mean that text is lsightly cleaner and a small reduction of jagged edges.
0.0.7.2
- Added adversary reveal to the cutscene
- Added an animation to go with the previosuly random sound effect that launches the player in the cutscene.
- FIXED level 4 finish frozen black screen if done via level select.
0.0.7.1
- X and Y velocities both slightly increased to make wall jumping a bit easier.
- A very short buffer has been added to allow the player to move away from the wall slightly before pressing jump.
- Adjusted some of the wall jumps across levels to make them far less punishing.
- Sliding down a wall is now slightly slower and has a tiny speed increment that is capped to make the walls feel less slippy.
- Added a link to Godot’s licensing page within the credits.
- The menu button in the credits screen can now be pressed by keyboards and controllers.
0.0.7.0b (FIRST PLAYTEST BUILD)
- More menus can now be navigated using keyboard or controller.
- Fixed some external links now the steam store page is live.
- Added a little welcome message and some exteral links to the main menu.
0.0.7.0a (FIRST STEAM BUILD)
- Add level 4.
- Add hard level 3 + 4.
- Add scene transitions manager plugin.
- Add some saveable game settings (including audio control plugin).
- Add new song ‘The Missing Step’.
- Add beginning of final alpha cutscene.
- Add Alpha completion screen
0.0.6.9
- Add new base tilemap that is using the sort of art style that I want to use throughout the game (subject to change).
- Level 1 (not 0) has been completely redesigned and now incorperates the new tilemap. This feels like a better intro level than previously.
- Level 0 has now became a little opening cutscene. A bit of intro lore will likely be added to this in future.
- Added a level select screen.
- Add levels 2 & boss 1.
- Add first 2 ‘Hard Mode’ levels + boss.
- Add level 3 (world 2 level 1)
- Add wall slide + wall jump ability. Holding down direction while sliding down a wall will make you slide a bit faster! and pressing jump will push you away from the wall.
- Add abilities of double jump and Ground stomp. These + Recoil jump start disabled. Future game progression will unlock these abilities.
- Unlockable abilities require 1 slime chunk to use.
- For now unlockables will only be accessible in a test level until correct points in the game have been developed to implement them.
- Removed all plugins due to PhantomCamera 7 update almost breaking my entire project. In future I will add plugins as I actually need them and then stick to the version I originally install.
- Player animation + code for jumping and wallslides added.
- HP and Slime chuncks no longer part of the save file. These will be set to 3 and 1 respectively everytime you start a level.
- Adjust Player and enemy sizes.
- Adjust player jump height and max velocity.
- Added placeholder credits screen and make it accessible.
- A new tutorial level is in place. This has all skills enabled for you to try out.
- Cleaned up a bit of the player, pause, main, level complete and death scene code by removing now redundant lines of code.
- Added some backgrounds for use in the levels and menus.
- Added some basic player + ambient + menu sounds to make the game feel more alive.
Files
Get The Curse of Slimetopia
The Curse of Slimetopia
Fantasy 2D Platformer
Status | In development |
Author | PhoenixDragonMedia |
Genre | Platformer |
Languages | English |
More posts
- 4 New Updates!40 days ago
- I'm still here!Aug 12, 2024
- Alpha launch just around the corner!May 27, 2024
- We're Going Alpha!Apr 28, 2024
- v0.6.8 BUILDApr 12, 2024
- v0.6.6 BUILDMar 28, 2024
- V0.6.3 BUILDMar 04, 2024
- Version 0.6.2 BUILDFeb 28, 2024
- Version 0.6bJan 26, 2024
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