Marbles 🦆 and Checkers 🐢 were swept away by a storm and they need your help finding their way home! In this 90s platforming adventure there's a ton of stuff to do and even more to collect.
Howdy gamers!
This update is super important because it's our first measurable glimpse of how accurate I was with my workload planning + delivery time predictions.
[b]You may recall 6 months ago I said this:[/b]
[i]In order to focus on the rest of the game I prefer to knock out a bunch of the little extras first. They will be the focus of these early updates as I venture to get them around 90% complete. Fleshing these systems out into something usable this early on means the game can be structured to support them much easier than if I tried to add them at the end of development.[/i]
[b]Well, here we are![/b]
The focus of this update will be around what I've done, what's still left to do and what that means for our release schedules - both in terms of private betas for those eligible, our demo for game expos and our eventual public release.
Let's start the recap...
[h1]Chaos Mode[/h1]
[b]Progress: 95%[/b]
[previewyoutube=BZBtQi_OryU;full][/previewyoutube]
I was able to knock out the majority of this system on the first pass through. The remaining 5% can't be done until Windswept is feature-complete because trying to affect elements of the game that don't exist yet isn't feasible. I'm no magician!
[h1]Randomizer Mode[/h1]
[b]Progress: 80%[/b]
[previewyoutube=1SA24k1hWLo;full][/previewyoutube]
One giant dependency associated with randomizer mode is having a fully-finished game so I can properly test the aspects of the mode that shuffle stage orders and whatnot. I got as much as I could done now but the final parts and balancing of this probably won't be happening until after every stage in Windswept is made.
[h1]Assists + Modifiers[/h1]
[b]Progress: 100%[/b]
[previewyoutube=jGVWowNBbDc;full][/previewyoutube]
All options I had planned to make are fully functional and feature-complete! I'm not closed off to the idea of adding more but I think what exists here covers the majority of use cases.
[h1]Arcade Minigames[/h1]
[b]Progress: 75%[/b]
[img]https://ksr-ugc.imgix.net/assets/043/430/370/cd0fe2299d33571193845232b855f2c3_original.gif?ixlib=rb-4.1.0&w=700&fit=max&v=1703074195&gif-q=50&q=92&s=81f6f0d75efade5c68f05bd3ba53defe[/img]
[img]https://ksr-ugc.imgix.net/assets/043/430/386/e1a0b2e23f3f4486b2b2700855120ec3_original.gif?ixlib=rb-4.1.0&w=700&fit=max&v=1703074435&gif-q=50&q=92&s=4e76979bdeb70d2022e16538db5dfdaa[/img]
[img]https://ksr-ugc.imgix.net/assets/043/430/390/2641beac8eff232bca12c4091a497464_original.gif?ixlib=rb-4.1.0&w=700&fit=max&v=1703074463&gif-q=50&q=92&s=0f8f7d15f225cf67dd46087a6729e6c7[/img]
Functionally, the most important part of each minigame is the [b][Title -> Game Mechanics -> Win/Lose -> Repeat][/b] loop. All aspects of this loop are complete for each minigame. All that's left is to finalise the stage designs which need a bunch of environments/biomes to be made. We'll treat the remaining minigames as regular stages moving forward since they technically are.
[h1]Laamp's Shade (Exterior)[/h1]
[b]Progress: 95%[/b]
[img]https://ksr-ugc.imgix.net/assets/043/430/399/0ca50be0433512c7d5c2f13df1b8689c_original.gif?ixlib=rb-4.1.0&w=700&fit=max&v=1703074530&gif-q=50&q=92&s=b1dee07a8a3cc7b00b79857bfe5e9848[/img]
You can cash all those hard-earned Moon Coins in to unlock the door, access the special stages & all the goodies inside. Each world has its own Hut you can open up so the final 5% involves designing a dedicated screen for each area. It won't be all green and forested everywhere you go! Just like the minigames this part is dependent on the creation of environment art first.
[h1]Laamp's Shade (Interior)[/h1]
[b]Progress: 100%[/b]
There's so much packed into this small space. Laamp occupies two stalls and flies back and forth between them. You can make every light fixture move, boost through the arcade stools, the works.
[h1]Laamp's Bulb (Fortune Teller)[/h1]
[b]Progress: 50%[/b]
[img]https://ksr-ugc.imgix.net/assets/043/430/401/ae9ac8e865b384d2f90f09222233c8f1_original.gif?ixlib=rb-4.1.0&w=700&fit=max&v=1703074573&gif-q=50&q=92&s=d002ad4b416435c9171d6d7d786aa469[/img]
This feature is functional but it's missing a crucial piece of the puzzle - the overworld. Without the overworld you can't select which stage to enter + which coin to search for. This is just a demonstration of how it looks after you've made that selection. Honestly, the hard work here is done and I love how silly Laamp acts through this whole interaction.
[h1]Laamp's Jams (Jukebox)[/h1]
[b]Progress: 90%[/b]
[img]https://ksr-ugc.imgix.net/assets/043/430/406/15c73cc80e3c3c88ebd5a7f4f7bae91b_original.gif?ixlib=rb-4.1.0&w=700&fit=max&v=1703074602&gif-q=50&q=92&s=b0325839de7814f366a57ab7628122ea[/img]
Compression kinda killed the quality of this gif but oh well! Everything is here except for one crucial piece of info - I won't know how many songs will be in the game until I get closer to the end of development. Sometimes recycling a song just fits a stage vibe better than something new so there'll be a bit of trial and error in that sense. Regardless, the jukebox is a fully functional menu that plays music and that's all it needs to be.
I wanted to keep with the Laamp theming so the song progress bar is a lil vine that a lil laamp moth munches through from start to end.
[h1]Laamp's Stand (Action Figures)[/h1]
[b]Progress: 70%[/b]
[img]https://ksr-ugc.imgix.net/assets/043/430/416/b4abd7f969212ac4724fa08dbbe90963_original.gif?ixlib=rb-4.1.0&w=700&fit=max&v=1703074777&gif-q=50&q=92&s=a32f03dad11f515f6569a883ab086054[/img]
You're gonna have to wait a bit longer to see this one in action fully! Functionally it's similar to the Jukebox - it fulfills its intended purpose, but until I can finalise the number of characters in Windswept the empty-looking menu and prices are just placeholders (I also wanna keep the character roster on the down-low). I've still got a week left of this year so I'll spend that time getting this menu finished up.
[h1]Laamp's Trials (Scoreboard)[/h1]
[b]Progress: 90%[/b]
[img]https://ksr-ugc.imgix.net/assets/043/430/425/62370789d858f8e15a0d1ac16723425d_original.gif?ixlib=rb-4.1.0&w=700&fit=max&v=1703074928&gif-q=50&q=92&s=ae2806ddb603a953d6b54367f699e511[/img]
It shouldn't surprise you at this point, but obviously the scoreboard progress won't reach 100% until there's a game state to trigger the achievement (I can't beat a game that isn't done!)
Still, it's is fully functional and comes complete with the ability to show/rehide trials. Column 1 is for Story, Column 2 for Collectibles, Column 3 for Arcade and the remaining 3 columns are silly miscellaneous challenges I thought would add a new dimension to the regular gameplay. All up, that's 30 achievements!
Game Platforms that support achievements (such as Steam, Playstation, etc), will have a couple of extra secret ones. The scoreboard is specific to each save file and the secret achievements require performing special actions from a new save so including them in-game would have made completing any one board impossible. I didn't want achievements to be separated from save files ~because of reasons~ so hopefully it's no big deal to any of you.
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But anyway, that's a lot of side stuff! 10 things in 6 months, where 1 thing is 5 minigames. I also added 5 rideable animal buddies, made 3 stages, made a bunch of performance optimizations and a whole lot more.
I feel much more confident about the road ahead - everything mentioned here so far has been very programming heavy. [b]Lots of writing, testing, head-scratching and googling[/b].
2024 is going to be much more relaxed because most of the game is functional and all that's left is to slap some pretty graphics over the top. Marketing department is finally gonna get some content!
In the early days I used to stream a lot of stage development on my [b][url=https://twitch.tv/peekingboo]Twitch Channel[/url][/b] - I plan to bring streams back again woo! If that sounds interesting feel free to drop a follow and say hi! I'm really looking forward to streaming development again because that's when all the [b][url=https://twitter.com/WeatherFell/status/1552247437535895552]silly bugs[/url][/b] show up.
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[h1]What's next for these updates?[/h1]
As you might expect, 2024 will be our final push to get Windswept developed so it can be ported and localized in time for a mid-2025 release. The schedule for these updates will now be quarterly instead of monthly. Stage & environment design is hard to talk about at length without just revealing [b]everything[/b] and I want to keep some parts of the game a secret, y'know?
A quarterly update means I can focus on development for a longer period. Writing updates is time consuming, as is making a video, cutting it, etc. I usually write these a month in advance just so I'm not scrambling to get something out in time, having a longer time buffer couldn't hurt.
The other reason is because I think they'll be more impactful at that frequency. The monthlies have been bombarding you with something new every time. Things are gonna get quite samey from here onward. All stages, all the time!
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Anyway, that's a wrap!
If you're still reading, thanks a bunch for your time and attention! Tell me what your favourite/least favourite type of platformer stage is! Personally, I don't like arid desert-type stages because I get enough of that in my daily Australian life.
Tell me yours!