Guess who?
Lots of progress is being made! The game now automatically saves whenever the game is closed, meaning it is now possible to load your saved data! I also finally started working on some of the abilities and how they change the game. Blue is speedy, giving you faster movement, higher jumps, and a new air dash! Red is strong, giving you slight debuff in jump hight and speed, but giving you a ground pound and resistance to some hazards! There's also a new color, purple. It's not an ability, but rather a stun. If you get hit with a stun you turn purple for a short period of time, which stops you from moving at all.
Thanks to my save and load system I mentioned from before, it is now possible to earn trophies, and change settings! There aren't many trophies right now, but I plan to add more trophies the further I get in the game. The options menu appears now, however it does not contain any options just yet. It will once I have polished up the menu.
I've also polished up my main menu screen, and there is an option for you to link a GameJolt account if you would wish to. Linking doesn't work right now, but it will in the future!
This is my longest devlog to date, and I am very proud of the progress that is being made so far. High hopes for a November release!
Go to GameYup, It's me again! It's been almost a month since my last devlog, so I wanted to give some updates on my progress really quick!
I added a speedrun timer to the game to start giving the game other mechanics. I haven't worked on colored abilities just yet, however I have completely fixed my venting mechanic, and added a nice sound effect to it. I updated my controls to use the Input package so rebinding controls is not as big of a hassle. My progress has been admittedly slow, but I'm working whenever I can, with my last year of school starting up soon, I should be able to work more with the right motivation.
I hope to have Demo 2 out before the November!
Go to GameHeyo! I'm still alive and still working on Slime Shift! Progress has been slow and I hate to admit that, however I'd like to share the little bit of progress I've managed to do.
I added controller support for all types of controllers, and a working menu screen. I've currently been working on a rework to my venting mechanic to make it easily readable, and more efficient. Again it's not much, but I wanted to say something before I went completely silent again.
Thank you for being patient with me!
Go to GameHey guys! Been a bit since I last touched the game.
I've decided I want to start the game from the ground up. I'm remaking all of my code, logic, and revamping my idea for the game. It felt like a platformer someone released for some views and I don't want my passion project to end up like that. Anyways, I wanted to share some of the ideas I had for Slime Shift's mechanics!
I thought of giving the player abilities based on color as that was a main mechanic I was going to use for a Local Multiplayer mode. I don't have many ideas for abilities, but what I do have is the ability to break walls with dashes, unlocking secret areas or inverse graivty. As a way to keep the game balanced I wanted to add a limit to how many times an ability can be used before it is taken away.
Well that's all folks! See you guys in the next one!
Go to GameHey guys! so what do you guys think of the new website? Pretty cool huh?
Anyways, Devlog! I added this lil' page here in order for me to keep up with updates and what not. So anytime I update something for one of my games, It'll be posted here first and then transfered onto other sites I use to publish my work. (eg. Twitter, YouTube, Discord, etc.) Below this post, I'll leave a special devlog exclusive to my site!
Thank you for sticking around!
P.S.
Forgot to say this, but Carrot does random things on the main screen :P
So it's been a while, huh? I wanted to at least do a little bit of work on this game so that I didn't just leave it to die. I ended up rewriting all of the character movement, which ended up breaking everything else. So at the moment I have gone back to square one. Sure, it might not be ideal especially since I had a bunch of mechanics fully implemented that are now broken but this gives me another chance to make things neater, and fix other problems I had with my character controller.
For a more detailed list of changes,
Anyways, that's all I have for this devlog. I promise to work more in the future and fix-up my old mechanics. Thank you for your patience. It is very appreciated.
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