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
Get FireDog: Swooce & Rescue
FireDog: Swooce & Rescue
A high speed firefighting adventure to save Dog City
Status | In development |
Author | Ripper Coyote |
Genre | Platformer |
Tags | 2D, Arcade, Furry, Godot, Pixel Art, Retro |
Languages | English |
Accessibility | Configurable controls, Interactive tutorial |
More posts
- Build 09-25-24 (0.6.0) - Post-SAGE Update57 days ago
- Build 08-27-2024 (0.5.3) - Graphical fix86 days ago
- Build 08-07-2024 (0.5.2) - Minor updateAug 07, 2024
- Build 08-05-2024 (0.5.1) - SAGE Demo!Aug 05, 2024
- Build 08-01-24 - Pre-SAGE BuildAug 01, 2024
- Build 07-11-24 - Beta 6Jul 11, 2024
- Update 07-01-24Jul 02, 2024
- Build 06-05-24-Cucumber - Patch for Demo 5Jun 09, 2024
- Build 06-05-24 - Demo 5Jun 05, 2024
- Update 06-02-24Jun 02, 2024
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