This is the third update for Adventures of DaKoo the Dragon. There are a bunch of major changes that should address player feedback and suggestions while adding more balance and variety to the game. A vast amount of changes and improvements have been implemented! A new sprint feature and more expansive tutorial rollout have been added as well. I would suggest players might want to start the game from the beginning, given that most of the game has been re-engineered. The following is a list of most of the changes that have been added, fixed or re-worked. A massive 185+ changes and additions have been added... I really hope you like the changes! Don't forget to leave a review on the store page!
- ADDED Sprint To player abilities!
- Added sprint animation
- Added Sprint ability achievement
- Added level to allow players to earn sprint ability
- Added double kick combat animation
- Added double punch combat animation
- added air double kick combat animation
- Added 2nd air punch animation
- Changed foot positions across all falling and tween animations
- The TUTORIAL LEVEL IS GONE! Instead I've replaced it with a series of reward based levels that are more engaging, while players learn how to control DaKoo more thoroughly This will allow the player, to learn and use the jumps and attacks properly!
- fixed platforms that had no jump thru on levels 1
- changes to Gravity based levels 1, 2, 6, 8, m21, 51, 52, 53, 54
- Re-designed levels 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 14, 16, 18, 19, 20, 22, 23, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35, 36, 38, 39, 40, 41, 42, 43, 44, 45, 46, 47, 48, 49, 50, 51, 52
- Added jumppad to level 5 fixing unreachable platform issue
- optimized zoom metric
- various level art fixes
- Removed every tick calls across the game to improve responsiveness and performance
- Optimized the fireball programing to remove redundant calls and every tick calls to improve responsiveness and performance
- Removed sprite calls for Fireball trail , added to animation instead. optimizing performance
- Fireball bubble optimized wave animation FX
- Optimized gravity zones in the space/vortex levels
- Removed every tick operations to optimize space/ vortex levels to improve responsiveness and performance
- Optimized dynamic shadow detector Metrics to improve responsiveness and performance
- Added shield level-up Text to shield level up
- Added version number to title screen
- Ground enemies have been replaced in Jungle levels, reducing accidental contact, and reducing draw calls to improve performance
- Removed gas Border obstacles from gravity levels, reducing draw calls, improving performance.
- Removed gas Border obstacles from Rocket ship levels, reducing draw calls, improving performance.
- Fixed Health pickups in gravity based levels to spawn at the correct angle
- Optimized collisions in the gravity based levels for enemies and prize boxes to prevent accidental deaths This is a complete re-programming of the collision system in the gravity based levels
- Optimized particle trail for DaKoo when in a combo attack chain
- Optimized particle FX on prize boxes
- Removed varied height from teddysprings enemies to help players avoid accidental death
- Removed random bounce direction from teddysprings enemies to help players avoid accidental death
- Dramatic Reduction of Draw calls in the Jungle Levels to optimize performance
- Added new foreground art to the initial Jungle levels, reducing draw calls, improving performance.
- Removed purple flowers to reduce draw calls
- Removed collision form some plants and static objects
- Landing on prize boxes after corners in gravity zones optimized
- Removed palm Trees from jungle levels play areas.
- optimized visuals in play areas in the jungle levels
- Added new Super Jump animation
- Fixed bug were platform path did not reset on level restart
- DaKoo now moves on an angle on angled platforms
- fireballs on angled platforms now fire at equal angle
- Flying enemies new sound profile.
- Factory enemies new sound profile.
- Factories new sound profile.
- Combat system new sound profile.
- DaKoo Deaths new sound profile.
- Combo completion sound profile.
- added sound for star pickups
- Prize box destruction sounds lowered by 10 db
- Attack impact sound lowered by 5 db
- Changed sounds for Laser turret impacts
- Change fireball explosion sounds and volume
- Factory destruction sound removed, replaced with factory collision sound
- Jump pad volume adjusted
- Collision box adjusted for Gravity based enemy factories
- Changes to the Camera Scroll system, follows the player more accurately
- Rocketship levels trigger run animation when on the ground fixed!
- Collision in gravity zones Checked!
- Stars collected now move to score on screen instead of falling
- Added collectable stars to some levels
- Added animation to score and hud when stars are collected
- Fixed attack collision not working when Dakoo is mirrored(facing left) occasionally
- Background changes to Jungle levels
- Added foreground layers to give more depth to Jungle levels
- Added foreground layers to give more depth to Ice levels
- Added impact FX for lasers when they hit solid objects
- Re-worked animation for the vortex/portals
- Re-worked title screen art
- Changed title screen scrolling
- Changed player camera scrolling to be framerate independent using linear interpolation
- Changed cursor for pause menu, it now wraps around the screen instead of resetting position
- Replaced Ground enemy art in the ice levels
- New animations of for the ground enemies in the ice levels
- Added new obstacle sets in the ice levels
- Replaced the penguin art and animations to better fit the art style of the game, optimizing draw calls
- Replaced the bat art and animations to better fit the art style of the game, optimizing draw calls
- Fixed bug that stopped Health Pickup from spawning when prize box is hit from above
- New foreground art for sand levels
- Added new blocking obstacle to sand levels
- Added new Moon Blade obstacle to sand levels
- Fixed Bug when shadow does not always follow Dakoo in rocketship levels
- Added new spike border obstacles with max damage
- Added new Obstacle: Razor Cannons
- changed spike rows in desert levels
- Added new Obstacle: Crumbling Platforms
- Added new obstacle: Swinging Swords
- Added new obstacle: Spinning Swords
- Added new obstacle: Falling Swords
- Changed level art for cave Levels
- Change clock bomb metrics
- Fixed Sporester Death animation start loop causing the animation to re-trigger mid death
- Added destructible blockades
- Re- worked the cave boss metrics
- Re- worked the ice boss metrics
- Re- worked the rock boss metrics
- Changes to water level art work
- Re-worked Jellyfish art
- Changed spike art work in rocket ship levels
- Fixed animation bug that kept DaKoo in flying animation while on the ground in both standard and gravity based levels
- Added tweening animation between flying while on the ground and stopping in both standard and gravity based levels
- Added tweening animation between flying while on the ground and walking in both standard and gravity based levels
- Changes to opening cutscene
- New Extended Final cutscene
- Fixed Bug that would load shields collected from the first save slot, regardless of what save slot was being loaded
- Shield Upgrade Counter added to HUD
- Fixed Timer expired restart after exiting mid level portal/vortex to restart level without loosing all items
- Requested: Removed Randomized gravity based/ vortex levels roll out. Players will no longer repeat the same level twice randomly
- Fixed Bug in first Water level that caused the camera to not center on DaKoo
- Added gravity based/ vortex levels 51, 52, 53, 54
- Changes to boss level music
- Adjusted jump box sound
- Added animation chains for the rocketship when using keyboard controls
- Added ability to toggle rocketship drone(weapon pickup) between follow mode and rotation mode
- Fixed bug with gravity zone in Gravity/vortex level 6
- Fixed bug that would stop animation transition from flying to falling animation when right should trigger or shift key is released
- Fixed bug that would stop animation transition from flying to idle or run animation when right should trigger or shift key is released while on ground
- Endlevel points system Fixed
- Options Menu Selections will now be saved to slots. This will allow players to run different setups while saving to any slot chosen. What ever options are selected will be saved to that slot. choose new option and save to the same slot and those option selections will now be saved, replacing the previous ones.
- Option Menu button updates
- Added a lightning bolt sprint pickup icon
- Fixed bug were swim idle would sometimes activate on falling trigger outside of water
- Fixed bug that caused the player to get stuck upside down on platforms( this only effected 3 platforms on 2 levels. All levels have been verified fixed)
- Fixed bug that caused some ememies to apear above the darkness shroud of the cave levels momentarily on spawn
- Flying enemies are now destroy when entering a vortex, eliminating accidental death upon re-entry
- Fixed bug that caused attack collision zone to spawn oposite to the direction of the player when pressed on spawn without movement
- Among other additions, fixes and changes that are not listed
[ 2024-12-19 15:16:37 CET ] [ Original post ]
This is the second update for Adventures of DaKoo the Dragon. These changes should minimize accidental deaths and add more balance to the game. Almost a third of the special and gravity based levels have undergone some changes or have been completely redesigned, some even have new metrics for moving through the level.
Below is a list of changes...
- Moved most of the gas from inside layouts to cut down on accidental deaths.
- Redesigned Special Levels( mid-vortex levels ) 11, 12, 13, 21, 22, 23, 25, 26, 27, 29, 32, 33, 36.
- Redesigned Gravity Based Levels( vortex levels ) 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 25, 26, 27, 28, 29, 30, 31, 34, 36, 37.
- Changed Teddysprings behavior in the Gravity based side of the game.
- Fixed shield not blocking explosions from Clockbombs or Torpedoes.
As always I'm grateful for your feedback, you can find me on Twitter Youtube Click here for the Steam Store Page Click here for Info, Forums and Presskit on IndieDB Discord Link is on Twitter for those that are interested! Kind Regards, Clayton
[ 2023-06-14 04:40:23 CET ] [ Original post ]
The first update for Adventures of DaKoo the Dragon has been released. There has been some major changes! I suggest people might want to start the game from the beginning, but should have no issues if they choose not to. One of the major changes is the shield system. Leveling up your shield can now be done by entering the special levels (mid-vortex levels). You will be able to collect shield icons, once per level. Once you collect enough of them you will upgrade your shield. Keep in mind there are 5 different shield versions, so you might want to enter them often. A lot of changes have been implemented, some bug fixes and others to improve the players experience. Please let me know what you think and help me get the word out by sharing it with your friends! Below is a list of changes, fixes and improvements.
- Added ability to double jump while still jumping. Formally the player could only double jump when falling
- Fixed error that allowed players to stand on prize boxes
- Fixed error that would allow players to stand on jump boxes
- Fixed jump box timing to be more responsive
- Fixed prize box timing to be more responsive when jumping on top of them
- Added more collision checks for the prize-boxes( should help below recommended spec players )
- Lowered the rate of the Star power used when DaKoo uses wings or rocket
- Changed the tutorial levels to better explain the player controls
- Re-designed levels 2,4,6,9,10,11,15,17,18,19,21,22,23
- mid-level vortexes 1,2,3,4,5,6,10
- End level vortexes 44
- Changes to the Teddyspring enemies
- On spawning teddysprings, added 0.1 second delay before enabling collision
- Added a preload of the DaKoo animation on the menu screen
- Changes to auto Zoom to allow the player to see more of their surroundings
- fixed shadow triggers for teeter animation
- Added sinking platform metric to level 15
- Added Mirroring function to the First Boss
- Change timing of penguins rockets from every 2 seconds to every 3 seconds
- Added Glow to firefly light in the cave levels
- Removed spike ball from death animation of SpikeBats to avoid accidental death
- lowered bounce heights of some combo attacks to give more control to the Player
- Changed spacebomber metric, reduced random pattern and set it at level start
- Tutorial levels will not let players go below 3 lives now
- Added Fall through platform function for DaKoo on Y button, Z on keyboard, works on jump through platforms only
- Fixed bug that allowed for unlimited double jump in vortex levels.
- UFO Speed decreased from 600 to 400
- Shield version level ups added to mid vortex levels
- Added Shield version level ups to save profiles
- Fixed Super jump over extending on the gravity based levels(vortex mid and end levels)
- Removed collision from sprites that did not need it enabled for optimization purposes
- Fixed teeter animation sometimes not transitioning into attack animations properly
[ 2023-05-02 23:28:41 CET ] [ Original post ]
[previewyoutube=EbfyrKel-Mo;full][/previewyoutube] Adventures of DaKoo the Dragon combines multiple play styles that can be accessed instantaneously. You'll be able to use combo attacks, then transition smoothly to combat attacks like punching and kicking or shoot fireballs without loosing a beat! The game has no load times after the start menu so transitioning from level to level will be smooth. Gravity based levels change the pace of the game. in the Special Vortex levels you can take the chance to get more power ups with a randomized level of difficulty including things like rocket ships and light switch levels! Click here for the Steam Store Page Today I have just uploaded the latest set of changes to Steam, Ahead of it's release. What was going to be a simple update has turned into a huge one, with over 20 changes and fixes. Things like the save game system, the level restart and attack animations are just a few of the things that have been worked on. Below you'll find a list of changes and fixes that have been worked on since the game was posted to Steam. Keep in Mind the work does not stop here. I encourage you to post here or on my indieDB forum with issues and suggestions! Click here for Info, Forums and Presskit on IndieDB March 28th Update
- Fireball moved behind DaKoo on creation
- Added missing calls to double jump (total 17)
- Updated shield bar timer art
- Fixed cave boss exit issue
- Added remove all factories to spawn vortex at the end of each level
- Added factory count to hud allowing players to more easily track how many factories remain
- Increased speed of factory destruction animation
- Updated teddy bear art
- Updated Shovel art
- Updated Bat death animation
- Updated desert palm tree art to allow DaKoo to stand out more against the background
- Ice level background art update
- Midvortex level 39 updated
- Vortex level 37 updated
- Level 9 Updated
- Menu restart level now sets player to the first checkpoint after exiting the midVortex level
- Re implemented all ground enemies in the vortex levels
- Improved metrics to final boss
- Improvements to background on final boss battle
- Added additional FX to final boss
- Numerous artistic changes to levels throughout the game for aesthetic appeal
- changes to the punching attack animations for the ground and air
- complete re-works for levels 38, 39, 41
- Extended changes to levels 20, 22 and 23
- Visual changes and updates to the art for levels 26-36 have been updated
- Attacks animations would sometimes be stopped by enemies contacting DaKoo from below has been fixed
- Jump box sometimes stops player control fixed
- Prizebox collision zone increased
- Armordillo disable controls that allowed up arrow jump and other arrow keys to be used
- Hedgehog disable controls that allowed up arrow jump and other arrow keys to be used
- Changes to combat attack system that fixed an error that could occur
- Fixed teeter animation triggering when fireball is used near the edge of a platform while jumping
- Updated Spike ball Drones art and damage areas
- Updated mole art
- Move air swoosh behind attack items in DaKoo Finishing move Animations
- Changed stone press top to have spikes to signify danger
- Updated stone press art
- Changed damage total and impact zone for stone presses
- Balanced zoom triggers to avoid possible hitching
- Adjusted scarab height
- Changes to levels 13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36
- Changes to mid vortex levels 9,32
- Changes to vortex level 4,
- Added teeter triggers to dessert levels
- Fixed laser tops for blockhead Boss
- New improved flying animations for DaKoo
- Changed Armordillo firing method to laser bullets
- Shield level 4 and 5 will now block turret lasers and Armordillo laser bullets
- Improved art for level 1, 2 and 3 shield
- Added shield to the IceBoss
- DaKoo Shovel art improved
- Light bulb glow on switches fixed
- Flying to air attack anims caused accelerated fall speed fixed
- Added extra double jump animations and transitions
- Added Jump attack fireball anims for all double jumps, attack and finishing moves, allowing player to shoot fireballs while still attacking.(making for a way more smooth transition to and from current animation)
- IceBoss Metric improvements
- Iceboss animation timing improved
- Fixed shadows for DaKoo on "to fall" anims (animation transitions that bring DaKoo out of attacks)
- Jellyfish limit is causing no spawn on level 51 fixed
- Add more rock art to background of the water levels
- Added swim burst animation for the water levels that will replace the constant swim jump and aligns with swim idle(Full speed swim animnations still remain)
- Swim burst to idle animation added
- Fixed bug that would cause the player speed to increase if swim trigger button was down on game pause.
- Finishing animations now execute on factories being destroyed
- Rocket Ship pickup FX optimized
- Added 2 new Rocket ship weapon pickups
- Player shadow Opacity set to 75 percent in the vortex levels now
- Fixed Player shadow not showing on vortex level 32
- Fixed Title Screen Bug that would cause the Title and DaKoo avatar to fall off screen
- Cursor for title screen will now reset position when it goes off screen Added the following finishing animation items
- Golf club
- Cricket bat
- baseball bat
- Hockey stick
- teddy bear
- fry pan
- lacrosse stick
- mace
- shovel
- crutch
- violin
- plunger
- Laser borders add to all vortex levels
- Penguin art reworked
- Added knee pads to a knee attack animation
- Fixed boxing gloves not being removed at random intervals after jump attack animation
- Levels 14, 18 and 20 have been reworked
- Increase playback speed of death FX animation for certain enemies
- Changed rocket ship attachment to return to player
- Changed rate of spread shot pick up for rocket ship
- Set limits to total amount of Teddyspring and Jellyfish enemies allowed on a level at 1 time
- Added fade to enemy rock boss on death
- Added back button to menus so players do not have to leave and re-enter pause menu
- Spacebomber spawners added
- Spacebomber fade on explosion adjusted
- Fixed music bug after "game over" and start is pressed on the intro screen
- Added "return to menu" button in the pause menu
- Changed intro cut-scene skip feature
- Changed long Jump animation for DaKoo
- Fixed zoom issue during intro
- Reset global variables on "return to menu"
- Changed and realigned game text
- Re-worked clock bomb metrics in the vortex levels
- Re-worked teddyspring metrics in the vortex levels
- Re-worked spikeblossom metric, coverage area and spawners added for both sides of the game
- Fixed error with jet-pack in vortex side of the game when score reaches zero
- Increase jumpbox animation from 40 fps to 60 fps
- Multiple vortex layouts improved, fixing rarely occurring gravity zone transition bug
- Fixed bug when DaKoo's health reaches zero just after bosses health reaches zero, leaving DaKoo to spawn without collision and player control
- Fixed Persisted objects in the vortex side of the game
- Added spawners for spiders in the vortex side of the game
- Fixed issue were rocket ship could go off screen and respawn without level restarting
- Added chained fish to vortex side of the game
- Removed the need for star power when swimming in the vortex levels
- Fixed error were the menu pointer could get lost off screen when using the gamepad
- Added shadows to moles and other ground enemies in the vortex side of the game
- Re-worked the gem art and animation
- Removed vector change when Score reaches zero
- Fixed restart option in the vortex side of the game
- Fixed z order errors in the vortex side of the game
- Various other fixes to art work and minor character art/animations
- Added persistent Fireball and lives options to make the game more playable for beginners
- Persistent options will reset when the game is closed
- Rebuilt some of the vortex rocket ship levels (8 total)
- Large Missiles on the Desert Boss have a more robust destruction effect
- Walking sound volume for DaKoo has been turned down slightly
- Removed some cloud art work
- Added Dynamic sun FX
- Fixed the shield when Shield power falls to zero, so it does not come back on without being prompted to do so
- Glow on the initial attaching of the triple barrel for the rocket ship is now activated when the player is already shooting
- Fixed and realigned the shadows for the attack animations for DaKoo
- Re-worked the Pogo stick animation for DaKoo
- Fixed save feature so the tutorial level can be saved
- MoonBlade obstacle has had it's z order reworked to always be in the path of the player
- Tweaked background art
- Large Missiles on the Desert Boss have a more robust destruction effect
- Walking sound volume for DaKoo has been turned down slightly
- Removed some cloud art work
- Added Dynamic sun FX
- Fixed the shield when Shield power falls to zero, so it does not come back on without being prompted to do so
- Glow on the initial attaching of the triple barrel for the rocket ship is now activated when the player is already shooting
- Fixed and realigned the shadows for the attack animations for DaKoo
- Re-worked the Pogo stick animation for DaKoo
- Fixed save feature so the tutorial level can be saved
- MoonBlade obstacle has had it's z order reworked to always be in the path of the player
- tweaked background art
- The UI and Hud elements have been adjusted to support both 16:9 and 21:9 displays.
- Tested @60 fps on both. The game will run at the displays refresh rate. (Minimum test was on an AMD 6870 1 Gig card 1080p@60 fps)
[ 2023-03-29 23:02:27 CET ] [ Original post ]
🎮 Full Controller Support
- [1.38 G]
Arriving home to a village set a blaze, DaKoo® must set out on a journey to discover what has happened
Play over 150 levels, with a randomized vortex level rollout making every run of the game unique. Not only Vortex levels but animations, enemy spawning, and attacks are all randomized to enhance the immersion factor. With multiple ways to attack you will take on 5 Bosses among multiple obstacles.
Use attacks on the ground or in the air to defend or attack enemies
Use Fireballs to defend or attack enemies and bosses
Navigate vortex levels through gravity zones using 90 and 180 degree turns
Use jump combos to take on multiple enemies at the same time and destroy enemy factories
Use 5 different shields to defend yourself all while traversing through 5 different environments plus multiple Vortex levels
- OS: 20.01
- Processor: Quad CoreMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: AMD 6800 series or GeForce 500 series
- Storage: 1 GB available space
- OS: 22.04
- Processor: Quad Core 2.5 Ghz or higherMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: AMD 6870 or higher or GeForce 500 series or Higher that supports WebGL
- Storage: 1 GB available space
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