NokiMo
Sasquatch B Studios
Sasquatch B Studios

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Samurado February Updates

we are so....so...SO very excited to show you guys this update!

I have been DYING to take a step back from core mechanics and content and actually work on improving the LOOK and FEEL of the game, so that has been the core of the updates for this month!

- You'll notice that we're using new tilesets yet again. While I liked the other one, there were too many "outlines" and it made things hard to read. So we opted for what we feel are prettier, and less 'in your face' tilesets that let the characters and enemies stand out a bit better.

- The HUB got a facelife. Complete with an interactable fireplace (which was the inspiration for next next update you'll notice.)

- LIGHTS! So many lights. Things just kinda fell into place with this one. I was making the fireplace, and it looked lifeless without lights. And as soon as i added a flickering light for that...well...the whole GAME felt lifeless in comparison. So we decided to add 2D lights into the game. (We're taking it easy with the shadows as they come with a non-trivial performance cost. So really, only the main character, Samurado, will cast shadows.)

-BLOOOOOOD!! The old blood effects in the game didn't match the style of the game, and quite honestly it wasn't NEARLY enough. So we simplified/cartoonified the blood, and then added not one...but TWO additional layers of blood. (I actually added a whole separate 'perspective' camera to the game JUST to render the additional 2 layers of blood, because I wanted to 'parallax' these layers and blood and shoot them up at the camera.)

- Goopy, squishy sound effects when Samurado walks around. (Might be hard to tell in the video.) But it's hella satisfying.

- many, many, bugs have been fixed. Including one particularly annoying one when sometimes chests wouldn't spawn when you should have received them (this was due to a 'dumb's script I wrote that attempted to place a chest 500 times around the player. And if it couldn't find a suitable spot it just...wouldn't do it. The radius that it looks to around the player now gradually gets larger and larger with each iteration (while staying within the confines of the room) - so while I haven't had ample time to test this out, I can't see why this would be an issue anymore.

- Added the spike traps (which, at least for now, concludes my work on the traps. Phew!)

- Added some parallax dust layers (they're super subtle, but they make a nice difference)

- Game starts in the HUB world now, as it should. (I gave you some money to spend while you're there.)

- KNOWN BUG: Currently, if you die in the lightning trap room when the lightning is going off, the game will crash. This one is a head-scratcher for now, but for you alpha-testers I just wanted to let you know!


Comments

Awesome! Looks so fun and satisfying to play! Can’t wait!

Will McPhie


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