The ninth episode of Jelly Brawl's devlog is out now! Feel free to either read the written version below or catch the five minute video version on my youtube channel right here!
[previewyoutube=9z7Sa-5M6gU;rightthumb][/previewyoutube]
Its time I showed you some new content.
Welcome back to the Jelly Brawl devlog episode 9, Day 70, I believe. I stopped counting but Ill try to keep track cause its cute. Anyways Im back again to show you all the new things that have been changed and added to Jelly Brawl.
To start off let me show you the Jelly's new look. Not only have I done a lot of work on the jelly physics themselves, Ive given them 2D animated faces in the style of Nintendo titles. I decided to go this root to not only save some tris on the models themselves but as I discovered in a previous devlog, animating the mesh and altering it with my JellyFier code was not gonna be easy. And Im not about to get my sweet little hands dirty with something that sounds too hard. However, I really wanted to add more character to the little jelly boys so I decided to take this 2D route to give them more expression. So they now have little emotion triggers that animate the face and shoot off little particles and make a noise reflecting their mood.

Like I said last time I did a lot of work on reworking my back end to more easily implement new content in the future and that worked out. I added three new boss rounds and added two brand new modes in the past few weeks!
The first new boss round is called
Flood!
You have to avoid an onslaught of cubes falling down a hill towards you. I was gonna call this avalanche but the word was too long and I felt it didn't fit with the shorter names of all the other boss rounds.

The second of the three new boss rounds is
Bonk.
Dont get bonked. I dont think I gotta break this down for ya.

And the third new boss round is
Seesaw.
You are placed on a seesaw like structure that you gotta stay on by keeping it balanced while also knocking each other off!

But enough of this same old same old. Let's talk about these totally new modes Ive been hiding.
The first being
Race!
This is like the name implies a race mode where you have to make your way through an obstacle course in true time trial/platforming challenge style. You can compete against friends locally or the leaderboards for the best time.

The second mode is
Hit & Run.
This is similar to frogger or crossy roads where you have to make your way across streets of oncoming cars. You simply need to reach the end of a stage to continue on. Levels are procedurally generated so this can be treated as an endless kind of mode similar to the main game where your goal is to survive as long as possible.

I also did some more back end work that no one cares about as much so I'll try not to dwell on it. I improved the enemy AI system so that it's now more varied. I implemented a system for me to more easily make a demo build. And I developed a brand new serialization system to better work with save transfers, cloud saves, custom levels (Yes this means level editor support)!
I also set up a discord, Ive never really used discord so I dont really know what Im doing but if you wanna pop in there and have some fun, some goofs and wanna help me make it a better server, come check it out.
Join The Discord!:
https://discord.gg/mXMgGSc
https://store.steampowered.com/app/1278350/Jelly_Brawl/
Let me know about the new changes and what else you would like to see steamhappy
Thanks for taking the time to read/watch!
- Cole
[ 2020-04-26 15:02:03 CET ] [ Original post ]