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Sep 29

Progress report on the next level, the level prototype is almost done!! I thought about rushing it an getting a build out, but I decided to wait another week or more. Act 1 and Act 2 are beatable at the moment though!

I added the other additional stuff needed to make Act 1 feel a little more unique, like spawnboxes, rising lava, and a new, gooey enemy. Same for act 2, which is quite a contrast to act 1; a few new enemies and obstacles, and a lot of adjustments to get it working.

I still need to implement the expansion for the new transformation, I’ve just been doing measurements and making mockups to figure out how I want Googal to grow in this state.
I’m going to be really curious what you all think about the body’s form for this, it’s different and took some experimenting, but I’m liking how it’s turning out.

Speaking of transformation mockups, I’m wanting to create better mockups for the transformations before the next build, since I feel like it’s been stuck with the bare minimum for long enough. They’ll probably still be lacking some animations and sprites, but at least they’ll be way more enjoyable to look at.
Same goes for a lot of the new enemies I’ve added, they’re just reusing existing sprites, and I’d like to draw them some real mockups.

Oh, and I kinda figured out the enemies in water problem. It’s not the most pretty solution, and may be changed in the future, but it works decent enough.

Hoping to get a build out there soon, since I haven’t done one in a while, but it’ll probably take a bit to properly set things up.

13 days later

I’m back, sorry for being gone a while, but I think it may be another week or two before the next build. I did not get to work on this nearly as much as I thought I would; being busy, and also getting distracted with a stinky little side project, kinda threw me off a little on development.

I’ve made mockups for most transformations, and the new enemies, I just need to make mockups for the fat transformation and then I should be good to go. I’ve thought about tweaking how the fat transformation functions a little, but I’mma wait on that.

All I need to do is make the fat transformation mockups and place collectibles and enemies throughout level 2, and it should be ready to go? Act 1 and Act 2 in this new level is pretty much fully functional, so I don’t really know what to add onto it until I get some feedback on the new level.

I do wanna apologize for things taking so long, and for the state of the game being in this rough, prototype state for a while now (And it’s going to continue to be in this rough state for even longer). Hopefully the new transformation and enemy mockups, as well as the new level, will make up for it.
Obviously I haven’t really had much of a deadline, but considering how slowly things are moving, I think getting a prototype of level 3 would be a good goal to try to reach before the end of the year.

I don’t think I have any concept sketches to share, so here’s a sneak peak at a few of the mockups.


The next build is finally out, 0.1.4, it took over a month but I finally got there.
I’m trying to think where to start, the biggest addition is the new level, SUMMER, which includes two acts, a new transformation, and multiple new enemies and mechanics. There are also a few updated mockups and sprites, so hopefully you all have fun looking at those.

I’m very curious to see what everyone thinks of these additions, and the current state of the game.

Big ol' Summary
  • Added a new level with two acts (One act is locked on default)
  • Added a new transformation
  • Added two fishy enemies, a slime enemy, and the sponge puppy enemy
  • Implemented unlockable acts, where a level changes when a certain act is beat, opening a path to a new act
  • Spawners, to spawn an enemy or scene when set conditions are met
  • Added lava
  • Many adjustments made to the water balloon transformation and water in general
  • A transformed player damaged in water will return to the surface
  • Made new and improved mockups for all transformations
  • Simple mockups for projectiles and enemies
  • Added the ability to delete save files
  • Squashed many, many bugs ;_;

This is also the first time an act in a level must be unlocked before being able to complete it. It’ll be tough for people to notice without cutscenes and stuff, but if you complete a specific act, it’ll unlock another and alter the level that act is in.
I also added the ability to wipe save data. I haven’t touched the save/load function so you can still use your old saves, I just figured people might want this feature if they wanna test the Level/Act unlocks.

So yeah, I’m glad I got to this point. I’ve still got a long ways to go, but I feel like I’m a few steps closer. I hope you all enjoy what I’ve got so far, and feedback is always more than appreciated!!

(ALso I don’t know if you guys would prefer if I include the itch link in every update post, or if yall are fine going to the top post to get the link >~>)

For the link…meh? It doesn’t really matter to me, and it isn’t that difficult to just have it autoscroll to the top. Regardless, it feels like a distinct improvement from the previous builds; that month you took was worth it.

I did run into a pretty weird bug, though. I was trying to go through the narrow water passage to the right in Summer, but I got jammed in and couldn’t move, as is standard. Then I got hit by one of the swordfish, both knocking me free and bringing me down to 0 HP. I was then teleported back to the top of the water, showing me with the fat sprite as if it had started the death sequence, and could move, but only for a couple seconds, and then I couldn’t move, and the enemy attacking me didn’t do anything to me either. My best guess is that the teleport back to the water surface somehow screwed with me dying.

Ok so I was able to recreate this bug easily, so I think I got an idea of what’s going on.

I’ve had this problem before, where the player won’t die if they reach 0 HP while in a transformed state, and I patched it thinking a dealt with it completely.
However, what seems to be happening here, is that the player being teleported to the waters surface seems to be canceling out the dying state (With a forced swim state). That’s why you are able to move around normally afterwards.
Also the getting stuck part was probably just poor raycast and collider placements, I should’ve tested all of the transformations to make sure they properly detect when the player is stuck.

This is super helpful though, I’ll look into it the next free day I get and see if I can fix it!

OOOUUGH THIS IS AMAZING!!! Thank you so much, I’m glad you enjoyed the update!! ^w^ <3

Updated the game to 0.1.41, just a small bug patch update fixing the issues above.

  • The player will now be ko’d properly whenever they reach 0 hp and teleport to the water surface
  • Transformed player cannot get stuck anymore, and clipping with the world will end transformation more reliably this time

So what happened, I could’ve just slapped some bandaid in the issue and got things working, but this bug revealed how much of a flaw there was with how I set up liquid detection in my game. So I just went ahead and reworked the whole deal, and now I don’t have to worry about this being an issue again.
However, there are other bits of codes that behaves similarly to the old liquid detection (forcing a state onto the state machine, regardless of any other conditions), and while they are not causing any issues at the moment, I’ll have to keep an eye out and see if any problems emerge from that.

Also, for getting stuck, I realized that what I had going at the moment was not going to work out. So I replaced it with another method, which seems to work way more reliably. Again, there’s the small possibility that the player will get stuck due to a forced state cancelling the transformation ending process, but we’ll see.

I was gonna wait to see if people found any more issues that needed to be dealt with, but I feel like this bug was problematic enough to where I just needed to fix it and get the bug-fixed version out there asap.

Played the newest update and MAN I’M loving the silly spongedog and the new transformation. It’s fun seeing whatever comes next in all this, though mostly enjoying all the new enemies that drop on occasion.

Little progress report to kick off November.

I got started one the third level, well, now I’ve completed a good chunk of it actually. Act 1 in this level is pretty much done(??), I’ll just have to see how everybody feels about it but it may need worked in the future (I think that could be said with all the levels in my game though).

I added a few variants of certain enemies, but the only new one so far is this snozzlenose dude. I’ve also implemented a new transformation, I just gotta do a little fine tuning to it but it’s mostly put together.

I feel like I’ve been on a good pace, hopefully I can get it done and out there this month. This level probably has the hardest platforming challenges yet, so it’ll be a good way to stress test the game so far.

he looks like a worm on a string and I love him. delightful creature.

Version 0.1.5 is up now, and the WINTER level is now playable, with two acts (one of which needs to be unlocked).

Summary
  • Create and added a new level, Winter, and two acts for this level
  • The base player character won’t snag on microscopic ledges anymore (10px)
  • Added the SnozzleNose and Bubble projectiles
  • Added a new transformation, and a few other things to go with it (This transformation looks rough sorry)
  • Added an escape sequence mechanic
  • Added an air version of the sponge puppy
  • Added a zap fish, and other sharp and dangerous objects
  • Tweaked Mountills throw attack a little bit
  • With either Balloon Transformation, you can now hold UP or DOWN while blowing to increase the vertical float speed.

So I had a choice to either hurry up and get it released now, or what another week to do some fine tuning. I chose to rush it out since I feel like this update introduced a couple things I’d like to get a second opinion about.

The Winter level is probably the hardest and longest level in the game so far, so I’m worried about if it’s too hard, or if the previous levels are too easy and basic in comparison.
I also wonder about if certain mechanics are too jank, or not fun, or so on.

Getting to hear everyones thoughts and feedback helps a lot, so that’s why I decided to release this level before setting anything in stone. I want to see what people think of this level and the game as a whole so far.

Love the snozzlenoses. ALMOST stopped loving them when I had to do the spike parkour while trying not to get blasted by too many bubbles and then dying on that part like three times but when I finally got used to it the whole thing was just a total blast. Same with the air sponge puppies, who were a bit finicky when I first had to get used to them but they ended up being fun asf to hop on and do sick tricks.

Got to the end of the winter level, as soon as i saw the blue wall to reach the end i thought is it possible? But falling down i went to a room that was completely black outside of 4 squares that were like windows and i was having trouble moving there until i got out right next to a blueberry and was able to go from there to the finish, a fun transformation for sure. The only thing that gave me the most trouble was the room to use a spongepup to jump on as the hitbox felt strange when i landed on it, was able after a few tries and im curious if its possible to even do the jump without using him but i feel like i dont have the skill to such a feat. Good work on these updates.

Yeah, I kinda went a little crazy on this one >w>
Was it the snozzlenose room where you need to float to the top as the balloon transformation? I definitely know I went kind of wild with a few of those rooms, and I’m probably going to have to tone them down a hair.
I’m glad you liked bouncing around them like I did, but they are definitely just me being cheap and reusing the sponge puppy. From the sound of it, I’m probably going to have to either improve the air puppy or just do away with it completely, since it is a little jank all around.
Definitely helpful feedback though!

Yeah, falling off respawns you to the beginning of the section, but I just slapped together the respawn room really quick, so it’s a little confusing. I should probably redo the respawn room so it’s easier to get out of it.
That’s good to know about the sponge pup. Honestly I just reused the water version of the sponge puppy and didn’t put much effort into it, but I think it doesn’t work as well as the original for several reasons. Either I’m gonna have to rework the airborne spongepuppy to feel better, or just do away with it all together, which I’m fine with. I feel like the airborne puppy is just too jank and has too many game design issues to be worth keeping around.
This has been super helpful though, I’ve already got a few ideas on what I need to work on now! ^w^

I hope if you do rework the airborne spongepup it’ll be just mechanically because the funny guys are just straight up ADORABLE. Even if it’s just another variant of 'em I’d be absolutely thrilled. If you do end up toning down that room in the future as well, I’d love to have it return sometime as an optional side area or such because it’s actually quite fun to challenge the mechanics like that. Especially the part at the end where you’ve gotta hop off the top and THEN fly to the left.

I was just sitting here thinking on how I could fix the balloon puppy, especially with him floating off and just bouncing away, and the image of tying the puppy down with a string appeared into my head LMAO. I’ve got an idea now on how I can keep the balloon puppy around, it’ll just be mechanically different, and hopefully more enjoyable to bounce on. ^w^

Yeah for sure, I thought that room was alright too, but I can definitely see some people getting stuck and frustrated with it. I’m just going to have to see what more people think of the level and some of the rooms before I decide whether or not to tone it down.

I dunno if you already beat the other act in this level yet, but the reactor near the beginning of the winter level has some challenging rooms too, you need to beat a specific act in the Autumn level to gain access to it though.
Either way, like you said, if that room gets removed, it can always show up somewhere else. There’s still two more levels after this one, and they’re gonna get more difficult. >:3

I am going to be entirely 100% honest I don’t even know how to access the other acts LMAO. I’ve just been playing the first act of each level every time because I never managed to figure out and I’ve just been too dense to know what I was doing wrong

OH I’m really stupid, acts are in a level and just equally sectioned off by the collectibles. …actually quite neat.

So I think at the moment, the biggest issue with the whole act thing is that there’s zero visual tellings of when and how you unlocked an act. It’s just a problem with the game not being finished yet, and won’t be an issue in the future.

So I don’t blame you at all for missing them. Honestly the next thing I should probably focus on is the stuff outside of the levels, and make it way more clear when you beat an act/level and what you unlock for it.


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