Hey everyone, Sorry for the slow updates, it's slow going these days as we are all working in other jobs to make ends meet. But anyway, first of all, work is continuing on the next area, we can't wait to show it off. So in this update we've added a new enemy to the garden. It is cocoon that hatches into a spider. At the moment the spider hatches as soon as the player goes near it but maybe it might be better if there's time to destroy the cocoon before it hatches...Let us know what you think of it, good/bad/needs work? Also in the update are lots of tweaks to gameplay and some bug fixes. Thanks, the bitSmithers
Release Notes - Version 0.5.8
Added
- New enemy, cocoon/spider appears in part 2 of garden
- camera pulled out a teeny bit more
- mary anne walks down to surgical table in tutorial now
- tweaks to furnace Enemies
- Nibbler health reduced by 5
- zombie axe health reduced by 5
- fnj base speed increased by 0.5
- all skullcap kill charges increased a bit
- tweaks to furnace rooms
- increased to size of the lock symbol on locked upgrades
- reduced amount ooze to pick up in Tutorial
- low health sound played on a percentage of players health
- tweaked upgrade costs, lower at start to get players on their way, gets higer later
- water/lava plane in levels set to lowest room position
- Flying nest fly won't increase skullcap charge up
- little bit more ooze on first few play throughs
- tuned up the dialogue UI a little
- Mary Anne walks back up to exit after player exits the surgical table for the first time
- pill pickup radius increased
- another player can jump in at any point, not just in Hub
- Nibbler stops moving for a second after attack
- Zombie Axe attack Pause increased a bit
- tweaked the health drop bonus upgrade
- coop fixed
- football loading fixed
- player not aligning with ramp when horizontal on the ramp fixed
- load audio bank wasn't being called when going from garden to furnace
- analytics stuff
[ 2016-07-14 17:25:24 CET ] [ Original post ]
Hey everyone, Sorry for the slow updates, it's slow going these days as we are all working in other jobs to make ends meet. But anyway, first of all, work is continuing on the next area, we can't wait to show it off. So in this update we've added a new enemy to the garden. It is cocoon that hatches into a spider. At the moment the spider hatches as soon as the player goes near it but maybe it might be better if there's time to destroy the cocoon before it hatches...Let us know what you think of it, good/bad/needs work? Also in the update are lots of tweaks to gameplay and some bug fixes. Thanks, the bitSmithers
Release Notes - Version 0.5.8
Added
- New enemy, cocoon/spider appears in part 2 of garden
- camera pulled out a teeny bit more
- mary anne walks down to surgical table in tutorial now
- tweaks to furnace Enemies
- Nibbler health reduced by 5
- zombie axe health reduced by 5
- fnj base speed increased by 0.5
- all skullcap kill charges increased a bit
- tweaks to furnace rooms
- increased to size of the lock symbol on locked upgrades
- reduced amount ooze to pick up in Tutorial
- low health sound played on a percentage of players health
- tweaked upgrade costs, lower at start to get players on their way, gets higer later
- water/lava plane in levels set to lowest room position
- Flying nest fly won't increase skullcap charge up
- little bit more ooze on first few play throughs
- tuned up the dialogue UI a little
- Mary Anne walks back up to exit after player exits the surgical table for the first time
- pill pickup radius increased
- another player can jump in at any point, not just in Hub
- Nibbler stops moving for a second after attack
- Zombie Axe attack Pause increased a bit
- tweaked the health drop bonus upgrade
- coop fixed
- football loading fixed
- player not aligning with ramp when horizontal on the ramp fixed
- load audio bank wasn't being called when going from garden to furnace
- analytics stuff
[ 2016-07-14 17:25:24 CET ] [ Original post ]
Hey everyone, Been a while since the last update. Reworked most of the pathfinding system. Works a lot better now and is a lot more efficient. It's been moved onto another thread so there's no performance drop when lots of enemies are trying to find their way to you. We also hope to have the trading cards out at some point over the summer. Lots of other fixes, tweaks and changes in the release notes below :) Thanks, bitSmith
Release Notes - Version 0.5.7
Added
- new pathfinding system, works better and much more efficient
- mortar / rocket projectile added, model rotation follows the velocity of the projectile
-
lots of tweaks and changes
- tweaks to trap spawning, more traps in garden but sprinkler spawns less often
- secret appearance changed
- flamegoat doesn't spawn in packs anymore
- camera zoom in/out a bit more snappy
- camera rotate more snappy too
- less of a chance for 2 healths to spawn at once
- reduced brightness in the furnace
- increased turtle/under pressure skullcaps recharge kill count
- serpent sting skullcap puddle damage reduced
- fnj eye position get reset after each level load as they were drifting for some reason
- sprinkler puddle resetting properly
- zombie tombstone getting cleared after death properly
- going through drop room when camera zoomed out doesn't make the camera freak out anymore
- fixed, fnj spinning loading screen wasn't spinning
- enemies weren't spawning in proper numbers on later levels
[ 2016-05-14 17:33:26 CET ] [ Original post ]
Hey everyone, Been a while since the last update. Reworked most of the pathfinding system. Works a lot better now and is a lot more efficient. It's been moved onto another thread so there's no performance drop when lots of enemies are trying to find their way to you. We also hope to have the trading cards out at some point over the summer. Lots of other fixes, tweaks and changes in the release notes below :) Thanks, bitSmith
Release Notes - Version 0.5.7
Added
- new pathfinding system, works better and much more efficient
- mortar / rocket projectile added, model rotation follows the velocity of the projectile
-
lots of tweaks and changes
- tweaks to trap spawning, more traps in garden but sprinkler spawns less often
- secret appearance changed
- flamegoat doesn't spawn in packs anymore
- camera zoom in/out a bit more snappy
- camera rotate more snappy too
- less of a chance for 2 healths to spawn at once
- reduced brightness in the furnace
- increased turtle/under pressure skullcaps recharge kill count
- serpent sting skullcap puddle damage reduced
- fnj eye position get reset after each level load as they were drifting for some reason
- sprinkler puddle resetting properly
- zombie tombstone getting cleared after death properly
- going through drop room when camera zoomed out doesn't make the camera freak out anymore
- fixed, fnj spinning loading screen wasn't spinning
- enemies weren't spawning in proper numbers on later levels
[ 2016-05-14 17:33:26 CET ] [ Original post ]
Hey, Just a small update to get things moving again and let you all know we're still here. Work has started on the next area so there won't be any big updates until then. Will still try to push out updates each Thursday no matter how small they are though. As always release notes below, Thanks, bitSmith
Release Notes - Version 0.5.6
Added
- added new upgrade that increases the chance of a better pill being spawned
- added new furnace room with a moveable platform, just a test to see how it goes
- Smoother transition when zooming in on fnj at level start
- if you can't afford an upgrade surgical table says "N/A" in the ooze left after upgrade text field
- pathFinding changes for the moveable platform
- widened a small platform in garden a bit
- bossified enemies always see player
- tweaks to pill spawning
- same skullcap doesn't spawn twice in a row anymore
- fixed bug where surgical animation wouldn't work if spamming upgrade purchaes
- flying nest fly fixes
- chickbit attack fixes
[ 2016-03-24 17:53:44 CET ] [ Original post ]
Hey, Just a small update to get things moving again and let you all know we're still here. Work has started on the next area so there won't be any big updates until then. Will still try to push out updates each Thursday no matter how small they are though. As always release notes below, Thanks, bitSmith
Release Notes - Version 0.5.6
Added
- added new upgrade that increases the chance of a better pill being spawned
- added new furnace room with a moveable platform, just a test to see how it goes
- Smoother transition when zooming in on fnj at level start
- if you can't afford an upgrade surgical table says "N/A" in the ooze left after upgrade text field
- pathFinding changes for the moveable platform
- widened a small platform in garden a bit
- bossified enemies always see player
- tweaks to pill spawning
- same skullcap doesn't spawn twice in a row anymore
- fixed bug where surgical animation wouldn't work if spamming upgrade purchaes
- flying nest fly fixes
- chickbit attack fixes
[ 2016-03-24 17:53:44 CET ] [ Original post ]
Hey all :) Not a big update really, not too spicy either, but important for those who need/want custom keyboard controls. Not alot else in the update, few little tweaks and changes. Details as always below. There'll be no update next week but hopefully the following week we can get something nice out. Till then, thanks for playing, bitSmith.
Release Notes - Version 0.5.5
-
Added
- custom keyboard controls
- vignetting narrow on death
-
Changes
- flame goat / flame goat elite when hit wait until cooldown is down before attacking now
- mortar bro has longer attack pause
- flame goats projectiles don't go as far
- fnj falls to ground before keeling over on death (instead of floating in air)
- tweaks to death screen timings
-
Fixes
- health resets on resurrect ( need to add in effect)
[ 2016-02-18 16:51:09 CET ] [ Original post ]
Hey all :) Not a big update really, not too spicy either, but important for those who need/want custom keyboard controls. Not alot else in the update, few little tweaks and changes. Details as always below. There'll be no update next week but hopefully the following week we can get something nice out. Till then, thanks for playing, bitSmith.
Release Notes - Version 0.5.5
-
Added
- custom keyboard controls
- vignetting narrow on death
-
Changes
- flame goat / flame goat elite when hit wait until cooldown is down before attacking now
- mortar bro has longer attack pause
- flame goats projectiles don't go as far
- fnj falls to ground before keeling over on death (instead of floating in air)
- tweaks to death screen timings
-
Fixes
- health resets on resurrect ( need to add in effect)
[ 2016-02-18 16:51:09 CET ] [ Original post ]
Hey everyone, Didn't have a lot of development time this week, sorry. But been working on custom keyboard controls, there's still a few niggles left in it at the moment. So would rather wait until they're properly done to push it out. So it'll be next Thursday until the next update comes out. Until next week, bitSmithers
[ 2016-02-12 14:19:30 CET ] [ Original post ]
Hey everyone, Didn't have a lot of development time this week, sorry. But been working on custom keyboard controls, there's still a few niggles left in it at the moment. So would rather wait until they're properly done to push it out. So it'll be next Thursday until the next update comes out. Until next week, bitSmithers
[ 2016-02-12 14:19:30 CET ] [ Original post ]
Hey everyone, Didn't have a lot of development time this week, sorry. But been working on custom keyboard controls, there's still a few niggles left in it at the moment. So would rather wait until they're proberly done to push it out. So it'll be next Thursday until the next update comes out. Until next week, bitSmithers
[ 2016-02-12 14:18:37 CET ] [ Original post ]
Hello everyone, A new pickup has been added to the game this week. Pills! They temporarily increase your stats. For example, one of them will increase your damage. They also stack on top of each other. So with the damage pill, the more you find the more damage you do. The thing is though, is that they only last for one run, so if you die they get reset. They were added in to make each run a little different. They add a bit more randomness to each run. Also in the update is more bug fixes and tweaks to the game. See you all next week for another update, bitSmith
Release Notes 0.5.4
- Added
- pill pickups added to game (7 different pills added)
- added text in surgical table to say how much ooze you would have left if you purchased an upgrade (help with planning purchases)
- added percentage sign if upgrade is % based on the upgrade UI
- Changes
- flying nest fly don't drop anything anymore (could farm them for ooze :P )
- piston bro slight reduction of slam hold length
- enemy and player bombs are now differentiated by colour
- flying nest fly aoe damage radius increased
- tweaks to what ooze amount spawns (only 10s were dropping most of the time)
- made it so one can't press quit / play again immediately after dying, takes half a second. So don't accidentally press to continue/quit.
- Teddy / Tesla skullcap damage reduced
- Teddy Skullcap range reduced
- tweaks to skullcap drop rate upgrade
- repositioned camera / fnj / maryanne after coming into Hub from tutorial
- Fixes
- fixed a bug causing a crash
- fixed bug where popup enemy would stop working on pause
- fixed issue where some cogs weren't moving in furnace
- pistons now pause as they weren't pausing
- collider added to furnace door in Hub
- fixed surgical table displaying the wrong information (to do with upgrade values being changed between updates)
- mortar aim aura rotation should adjust to ramps
- fixed bug when timeslow was happening after last enemy killed nearby and also picking up a new skullcap caused time to stay slow
- fixed fade out flickering just before loading next area
- turned off mary annes outline in the Tutorial as it was accidentally on
[ 2016-02-04 16:38:26 CET ] [ Original post ]
Hello everyone, A new pickup has been added to the game this week. Pills! They temporarily increase your stats. For example, one of them will increase your damage. They also stack on top of each other. So with the damage pill, the more you find the more damage you do. The thing is though, is that they only last for one run, so if you die they get reset. They were added in to make each run a little different. They add a bit more randomness to each run. Also in the update is more bug fixes and tweaks to the game. See you all next week for another update, bitSmith
Release Notes 0.5.4
- Added
- pill pickups added to game (7 different pills added)
- added text in surgical table to say how much ooze you would have left if you purchased an upgrade (help with planning purchases)
- added percentage sign if upgrade is % based on the upgrade UI
- Changes
- flying nest fly don't drop anything anymore (could farm them for ooze :P )
- piston bro slight reduction of slam hold length
- enemy and player bombs are now differentiated by colour
- flying nest fly aoe damage radius increased
- tweaks to what ooze amount spawns (only 10s were dropping most of the time)
- made it so one can't press quit / play again immediately after dying, takes half a second. So don't accidentally press to continue/quit.
- Teddy / Tesla skullcap damage reduced
- Teddy Skullcap range reduced
- tweaks to skullcap drop rate upgrade
- repositioned camera / fnj / maryanne after coming into Hub from tutorial
- Fixes
- fixed a bug causing a crash
- fixed bug where popup enemy would stop working on pause
- fixed issue where some cogs weren't moving in furnace
- pistons now pause as they weren't pausing
- collider added to furnace door in Hub
- fixed surgical table displaying the wrong information (to do with upgrade values being changed between updates)
- mortar aim aura rotation should adjust to ramps
- fixed bug when timeslow was happening after last enemy killed nearby and also picking up a new skullcap caused time to stay slow
- fixed fade out flickering just before loading next area
- turned off mary annes outline in the Tutorial as it was accidentally on
[ 2016-02-04 16:38:26 CET ] [ Original post ]
Hey FranknJohners, New exciting update this Thursday. Have added a new mini-game to the game, well the only mini-game. Plus some fixes and tweaks to the main game. Details of which are in the release notes below. The new minigame is called FranknBall, a 2 to 4 player competitive football (or soccer depending where you are) mini-game. I think it plays a bit more like air hockey than anything. Just a bit of fun really. Made it over a week last summer and thought it'd be fun to put up and see what people think. Can be accessed through the main menu. Give it a go and let us know what you think. Anyway, till next week. The Smithers of Bits
Release Notes 0.5.3
- Added
- FranknBall minigame added
- Integrated FranknBall back into game
- Franknball option in main menu
-
Fixes
- Furnace enemies health bars weren't set properly
- Small room placement fix
- Area /level number moved down to bottom corner
- Outline fixes for player (set red instead of blue)
- MaryAnne didn't have Outline on her
- Added respawn point to Garden Boss room
- Fixed bug where Hedgehogs and Tombstone Zombies weren't charging up ramps
-
Changes
- Default camera angle tilted up a bit (little easier to hit enemies)
- Little bit more control over ball in franknball
- Garden bosses do a little less damage
- Nuclear blast does more damage
- No traps in tutorial
- Few tweaks to enemy spawning
- Difficulty starts a bit easier and goes up after a few deaths (so players can get used to game without dying)
- Steamworks updated
- Tweaks to Garden bosses
- Small tweak to shield bro elite
- Tweaked upgrade damage
[ 2016-01-28 14:31:18 CET ] [ Original post ]
Hey FranknJohners, New exciting update this Thursday. Have added a new mini-game to the game, well the only mini-game. Plus some fixes and tweaks to the main game. Details of which are in the release notes below. The new minigame is called FranknBall, a 2 to 4 player competitive football (or soccer depending where you are) mini-game. I think it plays a bit more like air hockey than anything. Just a bit of fun really. Made it over a week last summer and thought it'd be fun to put up and see what people think. Can be accessed through the main menu. Give it a go and let us know what you think. Anyway, till next week. The Smithers of Bits
Release Notes 0.5.3
- Added
- FranknBall minigame added
- Integrated FranknBall back into game
- Franknball option in main menu
-
Fixes
- Furnace enemies health bars weren't set properly
- Small room placement fix
- Area /level number moved down to bottom corner
- Outline fixes for player (set red instead of blue)
- MaryAnne didn't have Outline on her
- Added respawn point to Garden Boss room
- Fixed bug where Hedgehogs and Tombstone Zombies weren't charging up ramps
-
Changes
- Default camera angle tilted up a bit (little easier to hit enemies)
- Little bit more control over ball in franknball
- Garden bosses do a little less damage
- Nuclear blast does more damage
- No traps in tutorial
- Few tweaks to enemy spawning
- Difficulty starts a bit easier and goes up after a few deaths (so players can get used to game without dying)
- Steamworks updated
- Tweaks to Garden bosses
- Small tweak to shield bro elite
- Tweaked upgrade damage
[ 2016-01-28 14:31:18 CET ] [ Original post ]
Hey All, Another Thursday another update, these Thursday updates seem to be going well. Anyway, 5 new Skullcaps have been added into the game this week. Can you find them all :) Hope you have fun with them. Have finally added in Linux support, been wanting to get a working version out for a while. I have only tested it on Ubuntu 14.04 so far, but I am sure it will work on others too. Let me know in the forums of any success on other distros or any problems encountered, thanks. Plus, lots of fixes, tweaks and changes. Details in the release notes below. See you next Thursday for another exciting update, the bitSmithers
Release Notes 0.5.2
Added
- Now playable in Linux
- 5 new skullcaps added
- Fat Cat Skullcap: increase chance of getting ooze
- Flyboy skullcap: jump really high and no fall damage
- Hyperspace Skullcap: Special aboity is a chance to jump to next level
- Nuclear Explosion Skullcap: big explosion, takes half your health though
- Cloak Skullcap: Cloak yourself, enemies can't see you and do more critical damage
- camera zooms in on doorways when going through to the next level
- camera arcing up continuously fixed (Linux)
- cursor issue fixed (Linux)
- Sound playing (Linux)
- can use all controller sticks / arrow keys and what not for UI input now
- Skullcap typo fixes
- fixes to skullcaps
- small fix for chance rolls
- flying nest fly fixed
- fixed some problems with lava
- pathFinding fix enemies don't go through lava anymore
- bug fixed where FlameGoat kept attacking outside of attack range fixed
- bug fixed where flying nest flies weren't being cleared between levels
- Hedgehog sets player colour back to normal after invunerable skullcap ability
- Skullcap description changes
- little bit higher chance for rare skullcaps
- tweaks to skullcaps
- Health, damage, health drop rate, crit damage, and crit chance upgrade stats increased slightly per tier
- HedgehogSkullCap flashes white on special ability to indicate invulnerability
- Delete Profile button pops out on highlight now
- furnace make death clouds when they die (temporary until ragdolls are in)
- flying next fly speed increased
- flying next aoe blast range set to 2
- PopUp bomb blast range increase to 2.5 from 1.5
- PopUp bombs roll a little bit further
- RocketBro rocket blast range increase to 2 from 1.5
- spawn points put into furnace ramps and platforms
- Garden rocks colliders change from Mesh Colliders to Box Colliders
- Some Descriptions for upgrades changed a bit
- Piston Bro Boss version damage reduced to 100
- Boss do not Flee
- Text now displayed in End Room in Furnace
- Ooze containment upgrade rounds ooze to nearest 10
- swipe attack does half damage to enemies as it can hit multiple enemies at once
- health spawning changed to the same chance per level as upgrades can increase the players chance and amount given per health pickup
[ 2016-01-21 18:23:30 CET ] [ Original post ]
Hey All, Another Thursday another update, these Thursday updates seem to be going well. Anyway, 5 new Skullcaps have been added into the game this week. Can you find them all :) Hope you have fun with them. Have finally added in Linux support, been wanting to get a working version out for a while. I have only tested it on Ubuntu 14.04 so far, but I am sure it will work on others too. Let me know in the forums of any success on other distros or any problems encountered, thanks. Plus, lots of fixes, tweaks and changes. Details in the release notes below. See you next Thursday for another exciting update, the bitSmithers
Release Notes 0.5.2
Added
- Now playable in Linux
- 5 new skullcaps added
- Fat Cat Skullcap: increase chance of getting ooze
- Flyboy skullcap: jump really high and no fall damage
- Hyperspace Skullcap: Special aboity is a chance to jump to next level
- Nuclear Explosion Skullcap: big explosion, takes half your health though
- Cloak Skullcap: Cloak yourself, enemies can't see you and do more critical damage
- camera zooms in on doorways when going through to the next level
- camera arcing up continuously fixed (Linux)
- cursor issue fixed (Linux)
- Sound playing (Linux)
- can use all controller sticks / arrow keys and what not for UI input now
- Skullcap typo fixes
- fixes to skullcaps
- small fix for chance rolls
- flying nest fly fixed
- fixed some problems with lava
- pathFinding fix enemies don't go through lava anymore
- bug fixed where FlameGoat kept attacking outside of attack range fixed
- bug fixed where flying nest flies weren't being cleared between levels
- Hedgehog sets player colour back to normal after invunerable skullcap ability
- Skullcap description changes
- little bit higher chance for rare skullcaps
- tweaks to skullcaps
- Health, damage, health drop rate, crit damage, and crit chance upgrade stats increased slightly per tier
- HedgehogSkullCap flashes white on special ability to indicate invulnerability
- Delete Profile button pops out on highlight now
- furnace make death clouds when they die (temporary until ragdolls are in)
- flying next fly speed increased
- flying next aoe blast range set to 2
- PopUp bomb blast range increase to 2.5 from 1.5
- PopUp bombs roll a little bit further
- RocketBro rocket blast range increase to 2 from 1.5
- spawn points put into furnace ramps and platforms
- Garden rocks colliders change from Mesh Colliders to Box Colliders
- Some Descriptions for upgrades changed a bit
- Piston Bro Boss version damage reduced to 100
- Boss do not Flee
- Text now displayed in End Room in Furnace
- Ooze containment upgrade rounds ooze to nearest 10
- swipe attack does half damage to enemies as it can hit multiple enemies at once
- health spawning changed to the same chance per level as upgrades can increase the players chance and amount given per health pickup
[ 2016-01-21 18:23:30 CET ] [ Original post ]
Hello everyone, Just a small update here with some bug fixes and gameplay tweaks. We are gonna try and get more frequent updates out. For the time being, the plan is to release the updates every week on a Thursday. Till next Thursday The bitSmith Team
Release 0.5.1 notes
Bug Fixes - fixed problem of snake skullcap poison puddle hurting player - Fixed a type with Cutesy Bear (was Cutsey Bear) - Stuff shouldn't get stuck on tops of trees anymore - some descriptions that still mentioned marbles changed to ooze - if no more tiers a message is displayed saying no tiers left - error fixed by pressing back on the initial profile screen - bug fixed when interacting with surgical table while entering hub - health bonus upgrade was adding on correctly - under pressure skullcap bug fixed - no zooming and rotating camera in the HUb - fixed issue with some traps not pausing on Pause - 0 damage doesn't play hurt effect / sound - fixed issue of hitboxes being left behind after an enemy death for a couple seconds - zombie tombstones weren't hurting players - fixed UI problem where buying skullcaps from headotron didn't change the ooze amount - trap spawning fixes Changes - Nibbler does 5 less damage - Zombie Axe does 5 less damage - increased the marble spawning rate a tiny bit - trap spawning tweaked - skullcap drill stays out a little bit longer and attack length is a little bit shorter - health spawning tweaked - flame goat attacks player when Hit - bosses drop more stuff - upgrade costs decreased a little bit
[ 2016-01-14 17:14:58 CET ] [ Original post ]
Hello everyone, Just a small update here with some bug fixes and gameplay tweaks. We are gonna try and get more frequent updates out. For the time being, the plan is to release the updates every week on a Thursday. Till next Thursday The bitSmith Team
Release 0.5.1 notes
Bug Fixes - fixed problem of snake skullcap poison puddle hurting player - Fixed a type with Cutesy Bear (was Cutsey Bear) - Stuff shouldn't get stuck on tops of trees anymore - some descriptions that still mentioned marbles changed to ooze - if no more tiers a message is displayed saying no tiers left - error fixed by pressing back on the initial profile screen - bug fixed when interacting with surgical table while entering hub - health bonus upgrade was adding on correctly - under pressure skullcap bug fixed - no zooming and rotating camera in the HUb - fixed issue with some traps not pausing on Pause - 0 damage doesn't play hurt effect / sound - fixed issue of hitboxes being left behind after an enemy death for a couple seconds - zombie tombstones weren't hurting players - fixed UI problem where buying skullcaps from headotron didn't change the ooze amount - trap spawning fixes Changes - Nibbler does 5 less damage - Zombie Axe does 5 less damage - increased the marble spawning rate a tiny bit - trap spawning tweaked - skullcap drill stays out a little bit longer and attack length is a little bit shorter - health spawning tweaked - flame goat attacks player when Hit - bosses drop more stuff - upgrade costs decreased a little bit
[ 2016-01-14 17:14:58 CET ] [ Original post ]
Happy New Year FranknPeeps! Weve got a little (late) festive present for you all, the Furnace of Anger has finally opened its gates to let FranknJohn and Mary Anne continue their journey into the depths of Dr Harmins lair. What horrors await? Who knows, but you can be sure that theyre tougher than those sissy little garden twerps! Weve made a few little tweaks to the game also, adding a quick tutorial (still a work in progress!), and combining the skill trees into one single one. Were getting there its been slower than wed hoped, and we hope you can forgive us for that, but sometimes life (and emigration!) get in the way. Were one step closer to exiting Early Access for those of you that are on board with that we would love to hear your opinion on the things you like in the game, as well as the things you dont. For those of you that would rather wait until the final release (its OK, we understand!) we look forward to seeing you on the other side. Lets all have a fantastic 2016! The bitSmiths Edit. Patch Notes Version 0.5 Added - added the furnace area ( with new enemies, traps, props, audio etc) - added save version number to profile - added a temporary boss room for furnace - added a little ooze number pop in UI on collection - added Ooze Containment upgrade (saves some ooze when leaving Hub) - added game brightness slider - randomised piston animation (speed and start time) - added secrets in garden - added basic tutorial with story/lore - added water plane below garden room - New garden rooms with secrets in them - created a new boss room for the garden for the bossified furnace enemies - enemies can be bossified - added some text in TutorialManager stating that the tutorial is isn't finished - alternate attacks (slam and swipe) - Furnace area entrance unlocked after getting to end of furnace (temporary) Bug fixes - fixed loads of bugs in enemy spawning - bug fix in level gen script when creating branches (level generation would never finish) - bug fix where fnj is still red from hurt in surgical table fixed - fixes to furnace and garden enemies - fix where enemy hurt pause gets stuck - small bug fix for traps when enemies die in trap - Turtle skullcap bug fix kept decreasing players defences - fix for the damage particles playing at the wrong position - crash where enemy dying in rake trap fixed - Boss Room bug fix (end not triggered) - fix for not all skullcaps spawning - implemented a workaround for a weird Unity bug with triggers - rare level generation bug fixed - fix bug where upgrades lead to player gaining health when Hit - fix for camera after fall - fixed a mimic bug - fixes to props - animator transition fixes for furnace enemies - idle anims playing on doors in levels - Fixed no audio on head after load bug - Enemy line of sight bug fixed - various bug fixes Changes - games is a little easier on first playthrough - rake resetting better - gave rocks "health" so they get destroyed quicker when damage upgraded - garden sprinkler spurts 6 rounds of projectiles then pauses for a bit - marbles changes to ooze - upgrade tree trimmed and merged into one tree - tweaks to slam and swipe attack - reworked area loading - tweaked level generation - tweaks to furnace and garden enemies - tweak to projectile shoot follow script - tweaked enemy spawning - tweaked some of the platforms in garden as they were interfering with pathfinding - removed/moved some enemy spawners that were inside geometry in furnace rooms - tweaked the boss room to pick two of the next levels enemies and bossify them - demon horns fire ability does a little more damage - if picking up two health pickups and only one is needed. One of them doesn't get used, just falls back down - enemies aggro others when they get aggroed themselves (used to be just on hurt) - little less health spawned per level - few tweaks to some skullcaps - Optimization for the outline shader - made crit damage red - enemies don't pause when being attack (thought this was already in...) - made the colliders on the treerock group smaller because they were making the rocks hard to Hit - point light shadows get turned off at distances greater than 20 to improve performance - re worked the projectiles, same functionality but more modular - changes to how passable objects animation are played - pathfinding optimisations - various tweaks/optimisations - performance tweaks
[ 2016-01-07 19:40:32 CET ] [ Original post ]
Happy New Year FranknPeeps! We’ve got a little (late) festive present for you all, the Furnace of Anger has finally opened its gates to let FranknJohn and Mary Anne continue their journey into the depths of Dr Harmin’s lair. What horrors await? Who knows, but you can be sure that they’re tougher than those sissy little garden twerps! We’ve made a few little tweaks to the game also, adding a quick tutorial (still a work in progress!), and combining the skill trees into one single one. We’re getting there – it’s been slower than we’d hoped, and we hope you can forgive us for that, but sometimes life (and emigration!) get in the way. We’re one step closer to exiting Early Access – for those of you that are on board with that we would love to hear your opinion on the things you like in the game, as well as the things you don’t. For those of you that would rather wait until the final release (it’s OK, we understand!) we look forward to seeing you on the other side. Let’s all have a fantastic 2016! The bitSmiths Edit. Patch Notes Version 0.5 Added - added the furnace area ( with new enemies, traps, props, audio etc) - added save version number to profile - added a temporary boss room for furnace - added a little ooze number pop in UI on collection - added Ooze Containment upgrade (saves some ooze when leaving Hub) - added game brightness slider - randomised piston animation (speed and start time) - added secrets in garden - added basic tutorial with story/lore - added water plane below garden room - New garden rooms with secrets in them - created a new boss room for the garden for the bossified furnace enemies - enemies can be bossified - added some text in TutorialManager stating that the tutorial is isn't finished - alternate attacks (slam and swipe) - Furnace area entrance unlocked after getting to end of furnace (temporary) Bug fixes - fixed loads of bugs in enemy spawning - bug fix in level gen script when creating branches (level generation would never finish) - bug fix where fnj is still red from hurt in surgical table fixed - fixes to furnace and garden enemies - fix where enemy hurt pause gets stuck - small bug fix for traps when enemies die in trap - Turtle skullcap bug fix kept decreasing players defences - fix for the damage particles playing at the wrong position - crash where enemy dying in rake trap fixed - Boss Room bug fix (end not triggered) - fix for not all skullcaps spawning - implemented a workaround for a weird Unity bug with triggers - rare level generation bug fixed - fix bug where upgrades lead to player gaining health when Hit - fix for camera after fall - fixed a mimic bug - fixes to props - animator transition fixes for furnace enemies - idle anims playing on doors in levels - Fixed no audio on head after load bug - Enemy line of sight bug fixed - various bug fixes Changes - games is a little easier on first playthrough - rake resetting better - gave rocks "health" so they get destroyed quicker when damage upgraded - garden sprinkler spurts 6 rounds of projectiles then pauses for a bit - marbles changes to ooze - upgrade tree trimmed and merged into one tree - tweaks to slam and swipe attack - reworked area loading - tweaked level generation - tweaks to furnace and garden enemies - tweak to projectile shoot follow script - tweaked enemy spawning - tweaked some of the platforms in garden as they were interfering with pathfinding - removed/moved some enemy spawners that were inside geometry in furnace rooms - tweaked the boss room to pick two of the next levels enemies and bossify them - demon horns fire ability does a little more damage - if picking up two health pickups and only one is needed. One of them doesn't get used, just falls back down - enemies aggro others when they get aggroed themselves (used to be just on hurt) - little less health spawned per level - few tweaks to some skullcaps - Optimization for the outline shader - made crit damage red - enemies don't pause when being attack (thought this was already in...) - made the colliders on the treerock group smaller because they were making the rocks hard to Hit - point light shadows get turned off at distances greater than 20 to improve performance - re worked the projectiles, same functionality but more modular - changes to how passable objects animation are played - pathfinding optimisations - various tweaks/optimisations - performance tweaks
[ 2016-01-07 19:40:32 CET ] [ Original post ]
Here it is! Today's update brings a swath of additions and changes, namingly local co-op play and revamped combat. We're super excited to get the update out and hear what you think of it! Being a bit of an idiot (Paul), I tried to add a discount to coincide with the update at the last minute, but it told me I can only add one for the following day (obviously!) So for those of you who simply can't wait, you can get it at full price. If you're in no rush, add it to your wishlist and avail of a juicy 33% discount tomorrow from 6pm. The discount lasts a week.
Check out our last two posts that discuss both in detail.
http://steamcommunity.com/games/305460/announcements/detail/240159292067193012
http://steamcommunity.com/games/305460/announcements/detail/240159465335915314
One last thing before we hit the patch notes, I'd like to introduce you to MaryAnne, the first additional playable character in FranknJohn. She is a badass fighter created by Dr.Harmin some years ago, but he found her too wild and powerful to control. Since then, she has been biding her time, waiting for the right moment to unleash her ferocious retribution.
Patch Notes
Local Co-op
- Connect an xbox controller and press Start in the hub to join in as MaryAnne!
- Enemy health is scaled up by 30%
- Enemy aggro is distance based
- If a player dies, the living player can cast Blood Sacrifice to resurrect them - at the cost of a 50% health transfer
- Marbles are shared
- Upgrades are shared
- No split-screen! All the action takes place through the same camera
- You can use a combination of two controllers, or one controller & keyboard/mouse.
- More accuracy! Base attack no longer uses unreliable physics forces/spring joints. Now controlled with a combination of animation and collisions
- Shooting angle changes to match the angle and direction of slopes
- Skullcaps now alter Damage, Attack Speed and Attack Range values
- Skullcaps now have a damage type (Physical, Fire, Poison, Shock, Ice)
- Every Skullcap has a special ability with a recharge counter filled by killing enemies
- Added lot's of yummy feedback to base attack
- Added hit particle effects for each damage type
- Added a particle effect when a Skullcap is equipped
- Completely re-skinned in-game HUD, for better representation of changed mechanics and better feedback
- Sound effects added for MaryAnne
- Aggro ranges adjusted
- Axe Zombie tuned better and behaviour more readable
- Ranged particles more easily read in terms of distance/height
- Added short slow-down money shot effect when last enemy in a radius is killed
- Upgraded to Unity 5 - you should notice big performance gains
- Lots and lots of bug fixes
[ 2015-05-19 17:02:57 CET ] [ Original post ]
I am back! The update coming on May 19th brings co-op play to FranknJohn. But that is not all! Oh no. We have also been super busy making the core combat more exciting and engaging based on your valuable feedback.
Turn on the kettle and pull up a chair. This is a long one.
The most common criticism on the base attack has been that it lacks variety. You are doing this single action for the whole game, which gets repetitive and doesn't offer much in the way of variety or experimentation. Bottom line, it just wasn't very exciting and couldn't carry the whole game.
A big part of the problem lay with the way the base attack had been built. It was implemented using physics with a spring joint to control how the head behaved. The head was shot out using force and recoiled using the spring. This lead to many issues when trying to modify the attack for a Skullcap and ended up restricting their design. Due to the unpredictable nature of the physics, we could never gain exact control over it, hence some of the weird behaviours you may have noticed.
Attacking was also quite ‘loose’. We tried to enhance the functionality of the attack by giving players some agency over the direction of the head once it had left the body. This sounds cool in theory, but in practice, analogue sticks just aren't cut out for that kind of use (nor are our fingers!) It came at the expense of accuracy and feeling, leading to a kind of toxic frustration that erodes away at you the more you play. A more focused base attack was needed.
So we went back to the drawing board and dissected the entire system. We had one simple goal - how could we make the core gameplay more exciting? What we came up with was a system that is more flexible, providing more attacking options through additional base attacks and opening the door for Skullcaps to offer real variety.
The first thing we did, was scrap the physics. Instead of forces and springs, we moved to simple lerping and as a result gained complete control over the head. Attack speed, range, recoil and a tonne of other small values that add to the feel of the attack, are now extremely accurate. The base attack is more satisfying than ever! It’s a punchy, straight in and out jab without any of the loose feeling or uncertainty. Happy days!
Moving onto Skullcaps! They have been sort of loosely defined as ‘power-ups’, with a blue-sky approach to their design. Some had cooldown abilities, some had added damage, some had weird effects on gameplay and some didn't do much at all. Not only was it hard to communicate what each new Skullcap did, they didn't really augment gameplay in a satisfying way. So we set about sorting Skullcaps into categories and used a distributed point system to balance them and open up different styles of play.
The Skivvy
- Skullcaps now control Damage, Attack Speed and Attack Range
- Skullcaps have a damage type
- Skullcaps modify the base attack and augment the additional swipe and slam attacks
- Every Skullcap has a special ability with a cooldown.
We didn't stop there - we've been prototyping two new base attacks; a cleave and a ground slam (as you've seen above) The idea is that these additional attacks, like the base attack, will each serve a specific function. The cleave hits enemies in an arc and knocks them back, but does less damage. The ground slam does an overhead (overtorso?) slam, doing hefty AOE damage, but at the cost of a longer charge up time. Before, the best strategy was to aggro enemies and hit them on the run. With these new attacks, we are trying to encourage you to get stuck in, equipped with the tools to deal with a variety of situations. These attacks aren't ready for the coming update, but we’ll share more info about them very soon. Last but not least, we added an attack animation to the body, tilted the head depending on shoot direction and added tastier particle effects when face-smashing things. There is more crunchy-ness in the sound effects too. We also added subtle feedback to enemies when taking damage, such as a tiny pause when hit and a bit of knockback. All of these little things really help with the feel of the combat. Hope you found this interesting and we can't wait for you to try out the new changes! Paul and team
[ 2015-05-13 17:46:20 CET ] [ Original post ]
Hey there!
As you know, we've been hard at work on local co-op play. Well, the time has just about come for us to release it into your grabby hands! Not stopping there, we have also revisited the core mechanic and changed how Skullcaps work in response to your valuable feedback.
Today, I want to dig into how the co-op works. On Wednesday, I'll talk about what we've done to make the core mechanics more EXCITING!
From the very beginning, we saw ourselves playing FranknJohn with a buddy. We all grew up wasting away summer holidays in front of a SNES with our friends, squirting water guns at zombies, hurling red shells and Shoryuken'ing each other in the face. It was a magic time. A time, that time itself has seemed to forgotten. We want to bring a bit of that magic back.
We've been very conscious about avoiding a 'tacked on' feel, where perhaps one player has more authority or power than the other. In FNJ, both players are equal. With the change to Skullcaps (more on this in Wednesdays post), you can adopt play styles that compliment each other. You could play it safe and use range, get up close and personal, or a mixture of the two. You must really work together to overcome the games challenges.
Here is a list of the current co-op mechanics and rule sets:
- A second player can drop into the game in the hub by pressing start
- Enemy health is scaled up (this may extend to damage/enemy count)
- Enemy aggro is distance based (may change to dmg based)
- If a player dies, the living player can cast Blood Sacrifice to resurrect them - at the cost of a 50% health transfer
- Marbles are shared
- Upgrades are shared
- Game camera follows the average position of both players, no split-screen
- You can use a combination of two controllers, or one controller & keyboard/mouse.
- Character selection screen - at the moment if you want to swap characters, you must swap controllers
- Co-op Skullcaps - heal/buff partner by headbutting them? Yes please!
- Mini-games - FranknFootie, FranknSumo, lot's of fun possibilities!
[ 2015-05-11 13:17:28 CET ] [ Original post ]
Well done to RandomSanity on snatching the 1-of-a-kind FranknJohn tee-shirt! Get your details on over to us at info@bitsmithgames.com and we'll get it posted to you in a jiffy. The big question is, did you manage to kill the boss? http://cloud-2.steamusercontent.com/ugc/45375528363309562/84EBDA731D8688CC573CFE3099C7CC71455A4C8C/1024x0.resizedimage
[ 2015-04-17 17:28:47 CET ] [ Original post ]
Hey FranknPeeps, We have a tasty FranknJohn T-Shirt to give away! Take a look If you would like to win this elegant garment, simply post a screenshot to the community hub. We will pick our favourite on Friday 17th April and send you the shirt, along with our admiration and respect. What are we looking for in a screenshot? Peril, excitement, certain doom or just something funny.
[ 2015-04-08 12:51:56 CET ] [ Original post ]
Hey there! We've been busy putting the finishing touches on local co-op play and we can't wait to share it with you. We've also been making nice progress on the next area, The Furnace of Anger. In the coming days I'll be sharing more information with you, including a release date for the co-op update as well as concepts for the Furnace enemies. Rest assured however, you'll be able to play with your friends very soon :) Onto Update #2 then. It's a small one, but that doesn't mean it's insignificant, right? General
- Base upgrade cost adjusted to correct value
- Skullcaps are now swappable! Picked up a new one but want your old one back? No problem! Just pick it back up again from where you left it.
- Cherufe's Rage can now damage the boss
- Mega Puke poison puddles are slightly smaller
- Body slam - big dust cloud plays upon ground contact
- Call for Younglings much clearer now - added feedback
- Younglings now explode with particle cloud and screen shake when hit FNJ
- Younglings now spawn poison puddles and no longer play big explode animation when squished
- Foot Stab has more feedback
- Lightened cocoons, easier to see now
- Increased boss health by around 30%
- Increased speed and attack rate slightly
- Added FranknJohn hurt audio
- Added some sfx to Upgrade Table
- Added sfx to Zombie Spewer
- Added sound effect for Cherufe's Rage
- A number of small bug fixes
[ 2015-04-07 13:15:16 CET ] [ Original post ]
Hello Franknpeeps! Today brings the first update of many. We've caught many of the issues you've had with the game since launch and we've also added a bunch of cool stuff. Our next focus is on getting local co-op to you as soon as possible and then onto The Furnace of Anger. Check out the patch notes below and let us know what you think! As always, restart Steam to kick in the update. General
- You now start in the upgrade table after dying and returning to the hub
- The treehouse now teleports you automatically upon entering with added cool camera pan
- Camera resets quicker when you fall off the edge
- FranknZombie attack behaviour changed
- Nibbler attack behaviour changed
- New enemy 'Spewer' added
- Mimics no longer become un-attackable after being feared
- Boss poison puddles are jumpable now
- Trees now shed leaves when face punched
- Bushes now shed leaves when walked in
- Rocks now smash and break up when face punched twice
- Statues now smash and break up when face punched twice
- Garden rake now looks like more of a threat...
- Floor length adjusted slightly
- More enemies spawn in 1-1 now
- Drop rate values tweaked slightly
- Rarities adjusted on certain Skullcaps
- Adjusted damage, recharge rates on some Skullcaps
- Floating status text now way more visible! Popup text shows health loss/gain, damage done, marbles collected and Skullcap names
- Added a subtle screen flash when damage is taken and when on low hp
- Upgrade UI confirmation box now defaults to yes
- Adjusted bloom to be more subtle
- Dead enemies no longer show a red outline on their meshes
- Red outlines only appear on enemies that are in close range and behind geometry
- FranknZombie audio works again
- Lots!
[ 2015-03-23 19:57:02 CET ] [ Original post ]
Hey there! We are slowly waking up from our post PAX/GDC coma's and have been busy working on some exciting new stuff that I want to talk to you about. First of all, thanks so much to all of you who have bought the game so far. It's really humbling to hear you are having fun with it. Of course, the main reason we chose to go on Early Access, was to get it into players hands and hear what they have to say about it. Positive things are always nice, but it's the negative things we really want to hear. We've been sifting through a tonne of feedback and it's really interesting to hear about things that we thought were obvious and awesome, that turned out not so to others. For instance, nobody seems to enjoy fighting Zombies or Nibblers as the only real strategy to defeat them is to hit them while running away. With that, let me give you an overview about what's coming in the new few updates. We'll give you plenty of notice when Updates #2 and #3 are coming. Update #1 - Balancing & Bug fixes (Coming next week!) Our focus for this update is to tighten up certain aspects of the game and squish many of the bugs that have been encountered since launch. Here's a taster for what's in store -
- Redesigned Zombie and Nibbler attacks to better facilitate gameplay
- Slightly shorter, tighter levels (until we get challenge rooms in there!)
- More feedback on pickups, floating combat text and environmental props such as previously searched bushes and trees
- Some skullcaps will be tuned and have more feedback
- Smashable ROCKS
- And lots more!
[ 2015-03-12 18:57:40 CET ] [ Original post ]
Hey everyone, FranknJohn will be at PAX East in Boston this weekend, flying all the way over from Ireland. Make sure to stop by to check it out and chat with Paul, the lead designer. You may even be able to nab a cool FranknJohn button ;) Just to note that with most of the team away at PAX and GDC this week, forum responses might be a little slower than we'd like, but we will certainly get back to everyone within the same day. Here's to the launch and the exciting road ahead. bitSmith Games
[ 2015-03-03 10:45:03 CET ] [ Original post ]
🎮 Full Controller Support
- FranknJohn Linux [504.16 M]
Current Features
- Smash enemies with FranknJohn's weaponized head
- Experiment with 20 different Skullcaps that alter gameplay in many different ways
- Huge skill tree. Collect Dr. Harmin's mysterious ooze and use it to upgrade your body and mind
- Randomly generated environments. A new experience with each new life
- Local co-op - play with a friend!
- Battle through the first area two areas of the game, "The Garden of Denial" and "The Furnace of Anger"
- Perma-death, challenging enemies will test the sternest of players
- Glorious soundtrack by Ben Prunty (FTL/Gravity Ghost)
- Pills to temporally upgrade your stats
- Explore FrankJohn's underground hideout
Planned Features
Content
- More areas - The Cistern of Depression and the final showdown with Dr. Harmin in the "The Lab of Isolation"
- More variety, challenges and secrets - We have lot's of fun stuff in store
- More Skullcaps - these are so much fun to make we want to keep making them forever
- More enemies - Each new area will have roughly the same amount of enemies currently available
- More bosses - Dr. Harmins most prized creations are being readied for battle
- More glorious soundtrack by Ben Prunty
Bug Fixing
- We have put a lot of effort into making sure FranknJohn is as bug free as possible, however the game is in Early Access so it is unavoidable. We will do our best to squish them as soon as they present their ugly heads.
Balancing
- A game like this lives or dies on it's balance, so expect a lot of tweaking to occur throughout Early Access.
- OS: Ubuntu 12.04+
- Processor: Intel Core i3 or AMD equivalent or betterMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: Intel HD 4400 or Nvidia or AMD equivalent or better
- Storage: 525 MB available spaceAdditional Notes: SteamOS coming soon. few graphical problems currently
- Processor: Intel Core i5 or AMD equivalent or betterMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Dedicated graphics card recommended
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