Hello and welcome! It's time for a new update. I'm marking it as the start of the beta phase of the project now that 1.0alpha established the rules of the game in a definitive way.
This update started as a minor one, an update where I would work largely alone to address the most recent bugs with things like climbing steps and wall climbing.
Though - as you can guess from the length of the devlog - for a wide variety of reasons the scope of the update ended up growing, starting from implementing some new animations for Fech - the swimming ones and the dash landing - and closing with revamped UI for the rhythm aras and Porfu's shop.
In the meantime I also took the time to learn a few new tricks in the matters of optimization, so do tell if performance changes significantly or anything looks off!
HIGHLIGHTS:
2023-12-27 Added two new clothes sets 2023-12-30 Revamped swimming gameplay to be fun and more expressive thanks to new animations, better camera and better controls 2023-12-30 Added Anxious Rat at the start of the quarry 2024-01-07 Remade the UI for rhythm aras
CHANGES:
-Fech climbs steps smoothly now -Improvements to zone part loading -Added LOD to some smaller objects -Powie's model was polished a tad -Slightly increased spawn distance for leaves -Removed roadmap from the main menu. It's no longer needed -Updated game logo on Steam -Shortened dialogue on the power plant -Added wall texture to Marmocle -Increased the ability to look up by 75%, you can now easily see the full extent of the obelisk in the ferrest! -Patched an out of bounds spot in the ferrest -Added few useful items in the river zone -Optimized occlusion on the river zone -Shuffled some options in the settings menu -Remade the resolution dropdown to be a simpler and nicer-looking selector instead -Renamed "misc quality" to "general quality" and added a new "low" option that's more effective at saving GPU performance by halving texture resolutions -It's now possible to look up and down using mouse controls -Small tweaks to how camera moves -Re-added face blinking and dooking animation to Fech -Added mipmapping to most of textures. Might improve performance on low spec machines and reduce a bit the intentionally aliased look of the game -Compressed some assets to better contain the slowly but surely growing filesize of the game -Reduced delay in jump sfx -Added sfx to the dream tutorial -Tweaked "so far", the dream tutorial song, to be a tiny bit more balanced and polished -Framerate cap is now off by default, this means better visuals by default on powerful PCs with high refresh monitors -Small tweaks to some icons -Rolling feels a little more powerful now -Added a clean soft camera shot transition when getting into water -Tiny tweaks to dash camera -Fech defaults to dash motion underwater now, you can't fully stop moving -Added character portrait to ATM -Tweaked dialogue typewriter speed -Tiny tweaks to dialogue and text -Fech nicely adapts to the underwater floor now -Brought back the mechanic of jumping out of water, now more polished than before -The game cursor is now a little hand -Added rain effect to river ground -Added a new Porfu shop to Marmocle, it sells only the most prestigious items -It's easier to snap out of a chained pole by allowing to jump sideways like on normal individual poles -Timer countdown is now synced to the beat -A few improvements to make the power plant sync better with the music -A deleted save file can now be recovered in the save folder -More emphasis on birds in the tutorial -Added a new wall sliding animation -Due to player confusion, the puzzle tutorial is now entirely optional -Camera adapts more slowly to the ground slope resulting in a more smooth and gentle motion -Camera is now a little closer to Fech in rhythm aras -Changed occlusion culling settings to be more granular now that CPU is no longer the main bottleneck -Increased max speed underwater, decreased water edge speed -Updated game icon on the OS
FIXES:
-Fixed Rhythm aras not supporting re-tries after having failed once -Fixed Rhythm ara death planes triggering too easily -Fixed step offset issues. Fech gets stuck at random steps much more rarely -Camera now ignores a few troublesome colliders in the tutorial -Fixed an editor bug that led to clothes slipping into a build -Fixed excessive underwater effect on a few puddles -Small tweaks to aid navigation at the start of the ferrest and in the middle of the quarry -Fixed a music triggering bug in the sewers -Closed hole in ferrest trees -Correctly implemented wall climbing on trees -Fixed respawn bug that could lead Fech to falling through the ground -Fixed small bug that would show the network connect button as interactable if connected to the default room -The game can correctly go full screen on a secondary monitor now -Fixed wrong bunny colours showing up on dialogues in Marmocle -Removed some temporary towers from Marmocle -Fixed parts of Marmocle unintentionally appearing in the sewers -Fixed bug that would allow to terminate minigames and Porfu's shop while starting them -Fixed devil outfit set not having any slots assigned (and thus not showing up in UI) -Added back decals in the quarry zone -Fixed gravity bug when running down slopes -Fech's shader correctly supports shadow cascades now, which means meaning you can safely set shadow settings to high and enjoy better graphics -Fixed the buggy and unintended ability to jump up walls. Now wall jumping is strictly horizontal -Restored Fech's animations stopping when pausing during a rhythm ara -Removed all references to the old Fech model -Fixed plank spring bug that would get Fech frozen in place -Fixed bug that would allow to swim even after leaving the water -Removed old "end of build" dialogues from the park -Fixed small but annoying bugs with saving menu settings -Fixed bug that would lead to Fech's body clipping through clothes when swapping an already occupied slot -Greatly increased the consistency in speed and view you get when beginning to swim -Fixed a longstanding bug where grass would permanently desaturate after dooking once -Fixed ancient annoying bug that would have Fech act as if the dash button was constantly pressed -Fech only adapts to the ground slope if in quadruped pose now. No more funky biped rotations when hitting a pebble, sorry! -Fixed some stuff that would make the end of the landslide setpiece immersion-breaking -Fixed major bug that would have cutscene respawn positions impossible to override, leading to Fech always respawning back in the same locations -Small fixes in the power plant -Reduced the impact of a climbing animation bug -Fixed Power Plant music not repeating -Fixed bug with spring launcher in the Power Plant -Small improvements to snapping to poles -Removed the unintended ability to climb the invisible wall at the ara exit -Added back small visual elements of rhythm aras -Fixed tiny visual bug when loading rhythm aras -Slightly smoother and more polished behaviour on ara pins -Fixed known issues with dialogue -Fixed major bug with colliding against crane blocks -Negligible polishing on the entrance to the power plant -Fixed speed lines getting spammed in the rhythm ara -Fixed bug that would have the pause menu appear if the game goes out of focus while playing a rhythm ara as it does not stop Fech from moving forwards
KNOWN ISSUES:
-Small troubles with step offset -Respawn position is sometimes unexpectedly offset -Rhythm aras are a little empty and buggy -Same old camera collision issues at the start of the ferrest -Cloud saves don't work on Linux yet -Marmocle is rather unoptimized -Much of the music and sound effects are missing at the moment -Some vfx and particles are missing -Production quality of cutscenes and NPC interactions varies a lot at the moment As a final note, I plan to take a roughly 2 months-long break from updating the game as I focus on getting my bachelor's degree in March. Though we'll get to see each other rather soon! This month I'll make a lengthy post recapping 2023's development of Fech, and then we'll have the monthly stream alongside Wishdream. Cheers! Oh, and as usual, for more direct updates consider joining the discord community!
[ 2024-01-09 23:55:03 CET ] [ Original post ]
🎮 Full Controller Support
- Stones of Harlath Depot [760.49 M]
Fech is a pink ferret who enjoys running around and discovering new places. Lead him in his first adventure in the region of Marmocle, he'll meet friendly animals to help out.
Inspired by high speed platformers and EDM, this colorful game will captivate you with its unique soundtrack and sense of flow. The gameplay takes place in interconnected zones, kind of like big thematic levels, but naturally jointed to shape up a small but nuanced open world. Inside these zones the player can parkour to try reach the end as quickly as possible by discovering new high-skill routes, or rather choose to take on the nearby challenges, such as ones posed by other animals and rhythm arae: these are temple-like cave levels entirely focused on rhythmic challenges while still adhering to the racing and platforming roots of the game.
Fech The Ferret especially caters to those who gotta go fast and would rather climb walls than do precise platforming, but you can also enjoy it at your own pace and explore this rich world in search of secrets, or perhaps chat with some Marmocleans.
The story starts as Fech gets woken up from a peaceful sleep by an earthquake. He hasn't gotten to Marmocle by accident, but he knows barely anything about this land. Bothered, clueless and with a runny nose, he runs away from the forest and its evil pollen in search for answers and other animals. He will soon find one who will not leave his side, but we have yet to decide whether this peculiar round bird is a bliss or a menace for him.
- Processor: Intel Core 2 Duo E8400 / AMD FX 4300Memory: 3 GB RAM
- Memory: 3 GB RAM
- Graphics: Intel HD 620 / Nvidia GT 8800 / Radeon HD 6700Sound Card: The one that comes bundled with your motherboardAdditional Notes: you <3
- Processor: Intel Core i5 3570 / Ryzen 5 1400Memory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: Nvidia GTX 660 / Nvidia GT 1050 / AMD Radeon HD 7790Sound Card: I really can't see why you'd need anything more than thatAdditional Notes: (seriously though. a game needs a player to be played)
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