Devlog - 89



(more particle improvements, should probably reduce particle count for these effects)

v0.58 Changelog:
https://www.dropbox.com/s/0cxhnzub5elu4i2/v0_58.txt?raw=1

Okay, so I really wanted to be finished with the particle stuff before posting this devlog, but apparently there are way more particle effects in the game than I thought and I can't delay the devlog any longer so here it is I guess.

So as last time, I've been porting over particles to my new custom system but I've also been improving and adding new effects to make things look better, might as well do this while I'm going over all particle effects anyway right, and I will continue to improve / add new effects over time where I see fit as well.

I've also begun upping the system requirements for the game in order to keep things simpler for myself by removing a bunch of low-end rendering code.
So what this means is that the game can no longer run without shader support for example, but since shaders should be supported on like 99% of all computers, this shouldn't really be a problem.
And while doing this I've also removed the ability to turn off various effects through the options menu, "core effects" like dynamic lighting will now be mandatory to run the game for example.
I will be making more adjustments to the options later at some point but for now I just removed the ability to turn off most effects to simplify things and depending on how vital an effect is for the game visuals they may return as options later.

So that's all I got this time, this particle stuff should be done by the next devlog and we'll see what news I got next time.

Patreon:
https://www.patreon.com/ApapappaGames
Discord:

https://discord.gg/fTTEUNZ

Get Zordak

Comments

Log in with itch.io to leave a comment.

so happy to see news, this is one of the most promising demos ive ever played. Overall, can you say how far along are you? Are you polishing/near the end, or like 5 years out? its ok if you dont have an answer :)

Hey, sorry for the somewhat late reply.

I don't really have a definite answer but I can say that almost every planned room exists in the game.

It is only version 1 of said rooms though which means a lot of them will be changed / are missing stuff.

But at least almost the entire game world is "done".

As for bosses, around 25% of them are done, so quite a bit left to do in this department.

Enemy types, can't really give any progress numbers here because this is not as planned out as the rest but I'm definitely not done with enemy types and more will be added.

Then there's the planned sound / music rework..

So.. there's still quite a bit to do as you can see.

There's been so many issues where I've had to rework parts of the game because the engine I use didn't play well with what I wanted to do and I'm hoping this particle stuff I've been working on (which is almost done now) is the last of these issues so I can get back to adding new content again. (namely continue working on bosses which was interrupted by the particle stuff)

Anyway, not sure what else to say, hopefully this gives you some answers.

Thanks for the reply! Are you planning on launching a kickstarter?

I have no plans for doing a Kickstarter but it's not like I'm completely opposed to the idea or anything.

nice, it seems a lot of devs bail on their project if they don’t get funding. Your project is excellent (from what I’ve played), and you’re pushing through to the end. I hope there’s a big pay off for your efforts. I’ll be happy to write reviews on grouvee, steam, and Reddit!

If you're only in it for the money then sure, it makes sense to bail if there's no funding, but that's not the case for me.

Sure, I want (and need) to make money but that's not the main reason why I'm making the game.

But of course I do hope I get something out of the game when it's all done, but I can't expect too much because that would just be setting myself up for disappointment.

Anyway, thanks, reviews and such would be much appreciated whenever it's time for that.

(+2)

Glad to see this project is still going. Loved the demo from a few years ago.

The scanline effect when your hurt actually looks really good and I'm usually not a fan of those sorts of effects.

Hey, yeah it's still going and as always, hoping to pick up the pace again and get this done already. :)

And thanks, I'm trying to have the effect as non-intrusive as possible while still being intrusive enough to be noticed.

I'll probably make some changes to it in the future because there are aspects of it that I'm not 100% happy with yet.