Build 05-03-24 - Demo 3


bonjour! this is the third public demo, featuring .:#USER EXPERIENCE#:. this is the first build with a main menu and usable pause menu. engage with the UI in whatever mode you'd like: standing, seated, with controller, mouse, or keyboard, with friends or without, but always with passion and love <3

Improvements

  • menus! there is now a main menu and a pause menu, which should all be usable with any input method
  • options! the main and pause menu have an options menu and can affect a configuration (not currently saved anywhere)
  • i've added difficulty options and junk
    • medium is slightly easier than i've been building for based on testing so far. spicy! is the mode i'm testing most levels in
    • the difficulty affects time and lives, with medium having +2 hp and +1 minute compared to spicy!
    • relaxed disables the timer entirely for players that want to explore the levels thoroughly or just muck around
    • game speed can be controlled separately of the difficulty selection, so you can play extra spicy!! in slow motion if you want
    • there's also an invincibility option if you'd like
  • display/audio options for controlling the display and audio
    • rooms are designed for a maximum of a 1.78 aspect ratio (16:9) and anything above this gets sliced
    • most suggested resolutions are an integer scale but not all of them. i would like to do some shader bullshittery to better optimize for fractional resolutions, but oh well
    • ultrawide enjoyers - i want to do better in the future but my plans involve drawing, sorry
  • there is now a fully playable demo level, with timer and all that jazz. do you think you can stand up to the firedog challenge?
  • added a guide arrow that points to the nearest exit to your target
    • this isn't always the most optimal path. explore the level to learn more
  • levels are now loaded manually, meaning spawners should preload their assets
  • there are new control options. try them out!
    • auto-run is the current behavior. disable it for mario-style button holding run
    • auto-full jump will remove short hopping if you want to focus on hose-play and don't want to optimize out jump heights
    • jump to hover will let you "double jump" to activate hover instead of aiming and shooting down manually

Refinements

  • fixed the player maintaining a climb state if they grabbed a wall before the level reset
  • fixed fire spawners not considering "dead" fires that haven't been deleted yet to be extinguished
  • fixed fire spawners resetting progress if it was fully cleared and the last fire was recently extinguished
  • fixed levels determining if they were in free play or stopwatch mode based on which level was loaded first
  • hopefully fix lag when entering room 5 of the tutorial
  • put a background behind the signs in the tutorial area

Future

oh hey we're here already. this is demo 3, codename salmon, which introduces a lot of shit. keen observers will note that the bindings menu doesn't work. next demo will have an intro screen for levels, as well as an outro screen, a better camera dolly, better enemy AI, and maybe more enemies. i'm tracking a bug that occurs where you can't walljump after grabbing a wall. also, fuegoon is due for his transformation into fuegato.

Files

Firedog 05-03-24.7z (LATEST) 19 MB
May 03, 2024

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