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Spryward Devlog #33 |
What I've been working on :
Added new Reptoid Shotgunner enemy
[previewyoutube=kfHBKhE-p5I;full][/previewyoutube]
Added new Basic Neo Government Soldier Enemy
Changed Lunge into a basic dodge attack.
Lunge can now be triggered while gliding with electromagnetism
Lunge last longer and has less attack phases
Slushy slinging height and speed is raised on release while holding jump button down
For the next update I'll be working on some in level cutscenes for I4L3 and a new young ravager rescue event.
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[ 2023-07-22 02:24:48 CET ] [ Original post ] |
Spryward Devlog #32 |
The geometery for Issue 4 Level 3 is now avialable to test and free roam through the chapter select.
I haven't added events yet because I want to gauge how well the map runs. It's the most open map I've made so far with the most amount of AI agents running around on the map. I want to test this maps optimization and performance before throwing events next week.
[previewyoutube=F4cuUhg_5vo;full][/previewyoutube]
I remade the cover for Issue 2! Issue 0 has also been added to the issue select section and will be available to all owners of Spryward once the demo launches in august! Here are the new covers :
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[ 2023-07-08 00:15:35 CET ] [ Original post ] |
Spryward Devlog #31 |
+Updated pole swinging animations
+Made variable speeds so different super suits have different pole swing speeds
+Added slide as an alternate if you hit or hold dash while grounded
+Progress on Issue 4 Level 3
[previewyoutube=9DBP9hzWNz8;full][/previewyoutube]
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[ 2023-06-10 01:28:39 CET ] [ Original post ] |
Spryward Devlog #29 |
[previewyoutube=QZZYKPfe2sI;full][/previewyoutube]
+Added 3rd scene to issue 4
+Created Marnie's textile workshop environment
+Created Marnie's workshop crew character sprites
+Connected new cutscene to sewer level in issue 4
+Connected new cutscene to the main menu issue select screen
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[ 2023-05-27 02:04:33 CET ] [ Original post ] |
Spryward Devlog #27 |
[previewyoutube=L9M3Cr-cfUU;full][/previewyoutube]
+Coded a new player controller for Slushy
+Added combat to the Slushy player controller
+Added and enemy for Slushy, Magic Jellyfish
+Added new sewer level to Issue 4
+Added new sewer level to the main menu
+Connected Trio boss fight and sewer level
+Added in level cutscenes for Spryward and Slushy switch animations
Just 3 more scenes left to create till issue 4 is completed! Thank you all again for your patience with this issue. I'll be adding some new enemies next week and give you a sneak preview of some new characters as well. Have a great weekend everyone!
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[ 2023-05-13 02:02:11 CET ] [ Original post ] |
Spryward Devlog #26 |
[previewyoutube=xN5cjGlwBoI;full][/previewyoutube]
+Added an issue 4 boss fight vs the Divination Trio
+Created Pillager Boss AI
+Created Mesmerist Boss AI
+Created Sterling Boss AI
+Created boss fight cutscene system for mid battle transitions
+Added new achievements
+Added link to boss fight from main menu
+Added connection to boss fight in the confrontation scene
Thanks for being patient with me. This boss fight was really difficult to make. There are still some bugs I need to work out with it, but for now it's playable. I'll continue working on improving the boss fights through early access. I'll have some updates for this fight and progress on the sewer level next week. Have a good weekend everyone, and if you can go out to your local comic shop tomorrow, you get some free books!
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[ 2023-05-06 00:45:52 CET ] [ Original post ] |
Spryward Devlog #23 |
New Issue 4 cutscene is complete and in the live build! Next steps for me are to finish the boss fight that goes with this scene. I'll share you some more progress on that the 10th!
[previewyoutube=Z3RQtKDmy0c;full][/previewyoutube]
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[ 2023-03-04 02:37:25 CET ] [ Original post ] |
Spryward Devlog #22 |
+Fixed bug where heal SFX would play on a loop if full health when wearing the anger suit on easy mode
+Optmizied Issue 4 Level 1 more for Steam Deck users
+Fixed Issue 4 cutscene errors for Steam Deck users
+Fixed bug where player would start jump animation too soon if just being bumped into the air momentarily or while walking over bumps/inclines
+Finished drawing a walk cycle for Mesmerist
[previewyoutube=nQEwt88u6Og;full][/previewyoutube]
+WIP on the area for the Divination Trio boss fight
+WIP on Slushy's character controller
[previewyoutube=_oJUXq9QHUc;full][/previewyoutube]
+Updated credits accurately show issue 4 content
+Updated hyperlinks on the credit screen
+Fixed bug where Trains could freeze and not respawn on Issue 4 level 1
Coming soon in Issue 4 the divination trio boss fight and cutscene are the next set of content to drop. Aiming to get the cutscene done by the 3rd. Boss fight AI will take a little longer so assuming I get the animations drawn for each of the trio that should go up on the 10th. After that the next set of issue 4 content deals with the sewer environments. This area does introduce the reptoid society that lives underground. Also for the first time take control of slushy in the sewer level. Slushy can fit into small spaces to help Spryward unlock doors and get to unreachable areas. I've already started to setup the character controller for Slushy. Let me know what type of gameplay you'd like to see with Slushy. His gameplay segments will be less combat oriented and more quick puzzle solving and story beats. Another addition you'll likely see added next week is narrator prompts. Some dialogue in levels is from Spryward's thoughts or saying something out loud. With Mr. Media I want him to have a more pivitol role in the story so some dialogue specifically in issue 4 will change and be replaced by our narrator with new text bubbles to go with that. Thanks for the patience as I continue to hammer away at content for Issue 4. As always if there's anything you'd like to be added to Spryward let me know down below. Have a good weekend everyone!
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[ 2023-02-25 01:22:34 CET ] [ Original post ] |
Spryward Devlog #21 |
The first level and cutscene of Issue 4 are now playable and in the live build! Thank you all for being patient. Sorry I couldn't get you this update last Friday, but it's here now. Issue 4 is a jumping on point so there will be no requirement to play isssue 1-3 content to acess issue 4 content. If you are just joining Spryward it's a great start to gauge your interest for the series. I think it's my best level design work for the game yet with the new level being a returning area from Vacancy Unlimited. I hope you enjoy it! Please let me know what you think and what you'd like to see added in future issues.
Full Opening Scene to Issue 4 :
[previewyoutube=kSOQDBHPtbE;full][/previewyoutube]
Issue 4 Level 1 Full Gameplay :
[previewyoutube=CIryJ5ey-4E;full][/previewyoutube]
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[ 2023-02-14 02:29:26 CET ] [ Original post ] |
Spryward Devlog #20 |
What are Reptoids?
Reptoids are what if their was a surviving species from the war between dinosaurs. An intelligent species of dinasuar, the reptoids have been hiding in plain site. These shapeshifting creatures play a role in the secrets behind the creation of the zombie virus. More will be revealed in Issue 5 : Into the Media-verse! Reptoids have been added to the training room.
[previewyoutube=OR39ILEa3mk;full][/previewyoutube]
Added a new combo attack. Doesn't require x2 score. It's a combo for charge. While Holding X (depending on difficulty) you will regain health. If you release it late you can perform a super juimp. Now you can perform a cape twirl attack instead of a super jump by pressing down right trigger while charging. This works from charging in air with electromagnetism too!
I completed Level 1 for Issue 4! This means I just have to finish the first cutscene and I can release both hopefully with next Friday's update. This means you're getting Issue 4 content sooner than I had expected. Here's some gameplay of the first level. Will still make some changes and add stuff to it before release, but this is pretty close to final version of the level.
[previewyoutube=2-A5NjXUvOw;full][/previewyoutube]
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[ 2023-02-04 00:34:34 CET ] [ Original post ] |
Spryward Devlog #18 |
[h2]What I've Been Working On : [/h2]
+Added Fast Tracks a device created by Hogsley the Wizard
Fast Tracks were designed to give cars that were on their last legs or out of fuel a boost to get to where they were initially going. Using a friction discharge Spryward can boost off of these tracks whenever found.
[previewyoutube=Ptleg47vhHA;full][/previewyoutube]
+Added Combo Move Mechanics w/ Score meter
Anytime you are at x2 score or higher while sustaining you unlock extra combat moves that will be listed down below. I'll add more as time goes on. Trying a new way of animation for these attacks, so let me know what you think and if you have any ideas for future combo additions.
[previewyoutube=2-9WckmiByg;full][/previewyoutube]
+Added always x3 score cheat to the pause menu
+Added Spin Combo Move when x2 score or more and holding LB + RB
+Added Discharge Combo Move when x2 score or more and holding B + Y
+Added Slushy Punch Combo Move when x2 score or more, has slushy active, and holding B + LB
+Added front Jumping animations
+Added front and back idle sprites
+Added alternate spin combo animation for when you have slushy
+Added new grab animations that now include slushy
+Added gained momentum while holding a sprint for over 3 seconds
+Added new Stealth Drone enemy
The stealth drone enemies were created by spoiler and are drones contained in a small box. When in range they activate and expand from the box and are a permenant chase drone. While moving they will seek to be just above the player's head. I hope the light air attacks I added a recently help with making air combat against the drones engaging and not a hassle. Let me know your experience with the air combat.
[previewyoutube=YQsQNseaTLk;full][/previewyoutube]
+Added new Stealth Drone enemy to the training room
+Added Fast Tracks to early levels of the game where appropriate
+Added 200 more points to maintain a x3 score meter value (this should make sustaining easier)
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[ 2023-01-20 23:31:52 CET ] [ Original post ] |
Spryward Issue #3 Launches on Steam (Spryward Devlog #16) |
[previewyoutube=Ep_RLekk1wU;full][/previewyoutube]
All Issue 3 content is now live! I'll release a hotfix soon. Let me know if you have any issues you want me to address in that.
+Broxa Boss Fight
+2 Issue 3 Cutscenes
+Connections to the new content added in main menu
+Connections to the new content added in previous content
Thank you everyone for a great year! Excited for next year and all the fun stuff planned for the Apastron universe! Happy new year and holidays to everyone. Enjoy the new content.
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[ 2022-12-30 02:25:52 CET ] [ Original post ] |
Spryward Devlog #15 |
[previewyoutube=81jkEXZUOac;full][/previewyoutube]
New Issue 3 cutscene now live!
Issue 3 Level 2 now leads to a new cutscene.
Improved art and dialogue for Issue 1 cutscenes.
Added a new healthbar when the Anger Suit is active.
I ported Spryward to the gameboy!
Sprward 32x Preview :
https://www.youtube.com/shorts/V2qOOeY6X-w
Working on having Issue 3 completed and released on 12/28/2022. Thanks everyone for being patient and have a happy holidays!
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[ 2022-12-17 03:55:41 CET ] [ Original post ] |
Spryward Devlog #14 |
[previewyoutube=xS7G4kwRXfA;full][/previewyoutube]
New Score System :
Hello everyone! I've been working on a score system for Spryward. This week I'm adding it into the live build. Please test it out and let me know what you think.
Explanation : Attacking Bosses, destroying enemies, completing rescues, or collecting comics / scrap / health will increase your score. Once a threshold is reached your score gets a multiplier increase up to x3.
Your bar will decrease faster on x2 or x3 and your chance to score more points will need to be chained to maintain.
Added a high score screen to the main menu.
The Metroborg now drops scrap when you attack him.
Level Reworks :
The following levels have been slightly changed or adjusted for better pathing, aesthetic, and rewards.
Issue1Level1
Issue1Level3
Issue2Level1
Here's the cover for Issue 5 :
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[ 2022-12-03 00:19:31 CET ] [ Original post ] |
Spryward Devlog #13 |
[previewyoutube=1f3GL6iwAYk;full][/previewyoutube]
Added 3 new sets of Aerial attacks for both Anger and Classic suits
Added air light attacks if you are close enough to an enemy
Added 2 air light attack animation sets
Differentiated running input and walking input with seperate animations
Added running cycles to both Anger and Classic suits
Added new music to Issue 3 Level 2
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[ 2022-11-18 23:04:44 CET ] [ Original post ] |
Spryward Devlog #12 |
[previewyoutube=f2_d2UMzVKE;full][/previewyoutube]
Issue 3 Level 2 is now in the live build!
Revist madison to play through the Adam's Corp HQ takeover.
Added new friendly npc events in levels.
Added new achievement for new level.
Added comic collectables to new level.
Added connection from last cutscene to new level.
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[ 2022-11-15 02:21:53 CET ] [ Original post ] |
Spryward Devlog #9 |
[h2]What I've Been Working On : [/h2]
[previewyoutube=yh07qoRE_Pw;full][/previewyoutube]
+ WIP on Spryward vs Spryward Boss Battle and post battle cutscene
+ Fixed bug where player couldnt wall climb from a standing position
+ Fixed animation bug where holding jump and falling would not register a wall slide
+ Added new animations for Clayton
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[ 2022-10-22 00:24:46 CET ] [ Original post ] |
Spryward Devlog #6 |
Steam Deck Footage :
[previewyoutube=c5B0Z809r58;full][/previewyoutube]
New Quick Sling Animation
Fixed some air animation bugs
Fixed some animation botches on the Anger Suit
Fixed some bugs in regards to releasing and starting a wall slide
Stopped a weird bug where you could wall slide left on nothing if you were positioned just right about against an adjacent wall
Added more frames to update Sling Animation over duration of swing
Added mantle feature while wall climbing if you press b
The training room is larger now
Added zombie soldier enemy to the training room
Partially Fixed bug where Metroborg could jump out of bounds and get stuck
Pole Flip Animation is now faster and releases quicker for more room for extra actions
Created auto adjusting panel resizer for cutscenes when using a Steam Deck
All combat SFX have been reworked on Spryward's side
Every enemy has new consistent hit impact fx w/ consistent defeat impact fx
Every enemy has similar and consistent defeated impact SFX
Light attacks are a bit longer now
Fixed bug where wall running sfx loop wouldn't stop once started
[h2]Note from Dev : [/h2]
Steam Deck is here! I already have a checklist of stuff to take care of to improve the experience. I'll be working on a new Steam input layout for Spryward to function better on the Steam Deck. There's also some odd flickering with decals like doors or foliage. I've got a lot to investigate, but I'm satisfied with my first impressions playing on the Steam Deck.
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[ 2022-09-10 03:03:21 CET ] [ Original post ] |
Spryward Devlog #2 |
[previewyoutube=cWVlNEi1gWs;full][/previewyoutube]
[h2]What I've Been Working On : [/h2]
Added 3 difficulty settings :
Easy :
-Health regen every 5 seconds
-Health regen from charging a super jump
Normal :
-Health regen from charging a super jump
Hard :
-Only health regen from item drops
Added difficulty to the modifiers pause menu
Made the dash attack push Spryward toward enemies that are 6 units away from otherwise it functions normally by which direction you're facing.
Added skip option for controller warning intro sequence
Added missing achievement in last cutscene for Issue #2
Improved navigation on I-5
Slight texture rework on I-5
Added a ramp for NPC and players in the grass section of I-5
Removed back staircase in wizard gauntlet to stop NPC pathing from being annoying
Changed pathing settings for wizard gauntlet to prevent hiding NPC
Added new SFX to the warehouse takedown scene
Updated Controls in menu
Updated Credits
Started working on the Spryward vs Spryward boss fight, so I've been recreating the 2d scene as a 3d environment.
Here's a preview for some of the new suits coming to the game :
Shooting for the anger suit to be functional by the next update with all the updated animations.
[h2]What's Coming Next : [/h2]
Issue 3 (08/31/2022)
Next update (08/03/2022)
Anger Suit
Updated Attacks
Slushy improvements
Spryward Boss Fight
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[ 2022-07-20 22:44:24 CET ] [ Original post ] |
Spryward Devlog #1 |
[h2]What I've Been Working On : [/h2]
Hey everyone it's Noah! I've been busy at work on Issue 2. We're less than 2 weeks away from it launching on Steam! Thank you all for being patient. Here's a quick update today with some changes I'm working on for Issue 2. The new animations and attack are in the live build currently for you to test out. Check below for all the cool stuff i'm working on. Thanks, have fun!
+WIP on Metroborg Boss Fight
[previewyoutube=K0GXgTDVsVE;full][/previewyoutube]
+WIP on Issue 2 level 1
+Added new ranged attack
+Added new scrap mechanic
+Added trashcans with launchable lids
[previewyoutube=sf9UqqkFJYE;full][/previewyoutube]
+Added 2 new light attack animations
+Added 3 new aerial attack animations
+Added new dynamic camera system
+Added screen shake
+Added toggles in pause menu for new camera system and screen shake if you prefer the old look
[previewyoutube=tgsQJOSuj14;full][/previewyoutube]
[h2]What's Coming Next : [/h2]
Issue 2 (06/30/2022)
More Animations
Updated lunge Attack
Anger Suit Progress
Metroborg Boss Fight
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[ 2022-06-18 00:07:01 CET ] [ Original post ] |