DEVLOG #12:WOOOOOOOOOOOOOAAH! Been 3 weeks and crazy stuff has been happening.
So... first things first, I had some other users bring up some good points about my game and because of some of those points I felt like I needed a break. In fact, I was going to take a long break; as in a couple of months... until I got a special email. While the 'deal' for this email hasn't occurred yet, it probably will. I won't announce anything until it actually takes place but what is apparent is that because of that email, I immediately went back to working on his game!
And man, have there been some changes. Not necessarily in looks, but in mechanics. Let's go over this.
1.
Wolf Mode: So in the game there is this transformation that once you got enough energy or touched a Wolf Emblem you got these new powers that would allow you to do many more things.
Specifically, you could run faster, climb walls, throw your attacks, and walk on all Colored Blocks. There use to be more to it, like you could transform into a Wolf and go in smaller areas, but that was taken out because of size difference and story.
Wolf Mode...has been completely removed. Everything about it, including some gimmick blocks around it have been removed from the game. Upon seeing other players and how they reacted towards it, I felt it was too complicated and unnecessary, plus some suggestions gave me new ideas on what I could do to liven up the game in the void that Wolf Mode left after removal...which leads me to point #2!
2.
New Attacks: Ever since Vivid was first created, my friend wondered why your attacks didn't change when you changed color. It was pretty funny that I didn't really consider it until a few weeks ago. But now, besides the original Sword Attack, there are now two new ones for the other colors-
RED: Summon Sword - Short-ranged sword that does a lot of damage and can be maneuvered.
YELLOW: Lunar Boomerang - Projectile that goes horizontally, can go through walls to collect unreachable Color Blocks.
BLUE: Comet Strike - Shot upwards, then shoots down. Good for vertical obstacles. Can let you climb Blue Colored Blocks.
So due to mechanics I had earlier, such as climbing walls and shooting projectiles, I had to do something about that without being complicated. Now before what I currently have, one of the new ideas I was considering was a system that you built upon; basically you would collect color and upon a certain amount you could unlock one of many abilities (Like climbing, shooting, higher jump, etc.), which would be cool for a very open ended level...but that's about it. Plus, I couldn't think of enough new ideas for that and I felt it was too restricting. So I decided to completely get rid of any system I had and just go as simple as possible.
So now we have these attacks that fill the void where Wolf Mode left. The Yellow attack allows you to hit enemies that are further away or collect unreachable color. However, the size of the attack is rather small and small-ground enemies will duck below it. It also can't pierce enemies unlike the sword.
The sword was left mainly the same, but it now does extra damage and lasts just a bit longer.
Now the comet attack might seem useless at first, but once you get a hang of the game, it becomes an amazing ability to have. While it sucks against enemies in front of you, it can take care of aerial threats or break through blocks below or above. But the most amazing thing about it is the wall-climbing ability. If you find a wall of Blue Blocks, use the attack against it and you'll go flying! This can lead to some interesting play-styles and level designs. And unlike Wolf Mode, I can clearly label WHERE you should climb a wall.
The animations for Comet Strike are still in the works, since all it is currently is an orb...kinda boring. But so is the boomerang, it just spins. Not like it's suppose to be fancy.
3.
Overworld: So, the original idea behind this whole overworld would be that it was just a couple levels in a row that you select...and that's about it. Pretty boring. Decided I would go with an actual world. Ocean and all. Began making that, decided it would be a lot of unneeded work and remembered that Kirby's Adventure did and overworld like a regular 2D platformer AND that you could find switches in levels that revealed new stuff.
So I'm pretty much doing that. That would be a lot easier to program than making a whole new system where you moved a pointer from place to place. Especially when you have secrets and stuff. Plus it would be easier to color the world as you made progress.
4.
ANIMAL BUDDIES!: Yeah, decided to create little animal friends that give you new abilities if you found them. Sometimes they'll be all sad and you'll need to find enough color before you can use them. There will be an animal buddy in the next Demo. His name is Fuzz Buzz, he's a small and adorable bee that lets you jump infinitely; in other words you can fly! The Animal Buddies last for the entire stage. I'm still coming up with a few other Animals and what they'd do, cause I'd like to make 6 or so. I have 3 currently planned out: an Armadillo that let's you fly ShineSpark horizontally, and a Gecko that lets you climb any wall.
5.
Extra Levels: So last Devlog I had mentioned more things on extra modes/challenge stages and I still intend to make those. I plan on having one or two in the next Demo. The premise of these though have been changed and are a LOT more like Super Meat Boy(You'll die in one hit, though that may change). Main reason is because of the HUD blocking part of the screen since these rooms will be the size of the screen, maybe bigger, and I don't want anything blocked by it nor do I want you to be collecting color since color has a different roll in challenge stages.
In these, there will be an exit and a Timer. However, the exit is locked unless you collect everything in the room. So it's all about collecting everything within a small amount of time as possible. There are 6 small rooms in each challenge stage, each room being a checkpoint. So a lot easier than Super Meat Boy in those regards.
Additionally there will still be a Time Attack mode. Will there be a New Game Plus or a Hard Mode? Probably. It would probably reduce how many hits you could take, checkpoints, and times for the other modes. I'll figure it out.
6.
New Enemies, New designs, etc.: I only have a screenshot of one of the new backgrounds, but it looks very nice (Though one mistake I forgot to fix was that some of the leaves have incorrect stems...oh well!). Additionally there are many new enemies being made (I think about 12-15 new ones, and they have some interesting designs that lead into the story more than one would think).
Man, that was a lot to type. And there's still a lot more to say, but I'll wait on that.
Anyways, we're about a month away before Demo 3.0 and hopefully Steam Greenlight. Even with the current condition the game is, I'm confident it's ready for Steam Greenlight. The designs for 3.0 are almost done, but need to be tested. Then I have to polish everything over the course of a couple weeks AND make a neat Intro Cutscene to hook people in. The story I'm planning for the game is rather adorable. It's nothing huge or complicated, it's just there and makes the experience more worthwhile I think.