D.C.R. Post Jam Update, Devlog #1


It's Finally Here!!!

Yes, now a few days after the SKG community jam concluded, I have put together an actual proper release version of D.C.R. version 0.1.

Why 0.1? Well after it was fairly well received and given plenty of feedback by participants of the jam, I have decided I want to expand this game into a full small project, with this being the first release of many soon to come.

Now another question you might have is, what has changed from the game jam version and where will you go from here?

Well I'm glad you asked!


CHANGELOG FOR 0.1

Below are all notable changes made to the current rendition of the project, in no particular order. Depending on how significant they may be, I will elaborate on whichever changes I see fit.

  • Added a settings menu to the title screen, level select and levels with the following options : Music volume, Sound effect volume, V-sync Toggle, Fullscreen Toggle, and a Max FPS Slider going from 30 - 1000 with 1001 being uncapped. 
  • Entering a level now hides your mouse and pausing or exiting a level unhides it.
  • Added version number to title screen
  • Added a Save File menu with working save system implementation, including the ability to erase your save
  • Added a new track to the level select menu
  • Altered progression so the second level is locked until you beat the first level on an empty save
  • Added a fade to black on selecting a level, starting a level and beating a level.
  • Added a portrait of Aims to the UI on the top left with a hurt state and death state.
  • Added an ability indicator to the bottom left that changes upon swapping to another ability.
  • Completely overhauled the jump, double jump and wall jump to make them far more consistent and reliable.
  • Added an attack animation to the enemies.
  • Adjusted the points you get from the time bonus of under a minute at the end of the level.
  • Added a visible point counters to the level clear screen that show the points you had, your time bonus and the final score
  • Added Icons to the game executable
  • Altered the level timer so it carries over your previous time after you die

Now that the changes have been listed out, a more pressing topic I should get into.

The Future

This section is moreso for my entire development backlog but to start off

DCR

D.C.R. as a concept was something I had come up with in the span of about 15 minutes, however I did leave the concept plenty open ended so I could expand on it if I decided I wanted to. Since then I have come up with a plan for what I am looking to implement moving forward with the project before I feel I can conclude active development.

The plan is to create about 10-20 levels for the game in total by the full release, as well as refining the ones that are already there. The levels will most likely be divided up into a few small "worlds" and in each world there will be a boss at the end of it as well as a final boss at the end of the game.

Plenty of the assets used are subject to changing or altering including the menus and buttons. The goal is to remove almost all built in assets and replace them with my own artwork and sprites.

Currently the story is only told via the game's description, however I plan to implement cutscenes in due time that help set the scene within the game itself and expand on the world and our protagonist. I've got plenty of ideas for how the story will go and I'm excited to implement them!

The enemies and general threats you'll be facing will definitely be expanding in future versions, likely each having gimmicks that warrant utilizing your other abilities, including certain enemies that can only be staggered by certain abilities.

I will also implement health and point collectibles soon enough to allow you to heal mid level and earn points outside of combos.

I am absolutely going to fix the primary enemy's knockback soon enough, just you wait.

One last thing I will absolutely work on implementing soon is Input remapping. While I feel comfortable enough with the setup I have, most likely not everyone will, so expect that to be implemented in the near future.

Rest assured, even when all of this is done, I will likely still continue working on this game and refining things as I see fit, and I will most likely announce when development concludes on this when the time comes. Feedback and suggestions are absolutely appreciated and encouraged

The Sonic Godot Project

This one will be a bit shorter because there's far less to talk about, but either way.

While development has slowed significantly since v1 was released, rest assured I will still be working on this project on the side when I can. There is still much I have yet to implement that I hope to, including enemies, more levels, an android version, proper level art assets, and Input Remapping. It will likely take time in between everything else I am working on, but rest assured it is very much still ongoing.

Project Elements

I have yet to go fully public with concrete details on the project as of right now, but I am continuing to work on it as well, and especially so with me finally getting back to fixing up my primary set up. This journey shall soon enough begin.


This is my first real attempt at a devlog so it's not incredible, but I just wanted to update everyone on the state of DCR after the game jam as well as establish the rest of my current development pipeline for future reference. 

I guess until next time, stay tuned

Cyo!!!


Files

DCRv0.1.zip Play in browser
1 day ago
DCRver0.1win.zip 85 MB
1 day ago
DCRver0.1lin.zip 79 MB
1 day ago

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Comments

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Looking good with the updates!! Didn’t feel like it was your first at all.