Amberial Dreams cover
Amberial Dreams screenshot
Genre: Platform, Puzzle, Indie

Amberial Dreams

0.10.4 is live


This update brings Leaderboards, Keyboard remapping and more!

Here is the list:



- Full Leaderboard System with the features you'd expect (Global, Friends, Around Me)



- Keyboard remapping for all players


Levels:

- Violet Fortress redone and graduated into Namu

- Mecha-Shrine: redesigned

- Scaffolding: minor update

- Boxed In: redesigned


Pieces:


- New Sprout Decorations



- New Solid Square (sharp) and Hollow Square (feathered) pieces (in structures). Great for blending in parts of a level or making abstract designs.


Interface:

- Scrolling on other panels no longer zooms the main view

- Atelier: Fixed Top right camera distance slider on non 16-by-9 ratios

- Voice now has its own channel in the audio settings

- Pause Menu: Disable exit button if the player is already on the home menu

- Options Menu: Button now says "Save and Close" to make its function more clear.


HUB:

- Amber's statue has arrived to the Forge

- Moved Namu's return portal


Audio:

- Replaced Wing Sound Effect


Tutorial:

- Adjusted audio levels

- Adjusted object positions

- Added an arrow next to the magnet


See you next time!

0.10.0 : A Murmur of Life

0.10.0 Brings a taste of the Game's Lore, a fully voiced tutorial, over 30 redecorated levels and much more!

Tutorial





A fully voiced Tutorial has been added! It will play automatically when you first open the game. It can be replayed through the new Library area.

HUB





Added The Library! which replaces the previous Loft.



Started rearranging and decorating the Main Hub for the new Library Area.

Small adjustments to some areas and passageways.

The Atelier / Level Builder





Instead of Colour selections, you can now use a full Colour Slider to tint pieces.
You can also copy and paste Hex colour codes. Also updated the Undo and Redo system to work with this new selector.

Disabled shortcuts when the level properties panel is enabled

Upon naming a new level, the Enter key now has the same result as Confirm

Added a Scrollbar to the User Level Grid.

Environments





Added Geosphere

Porphyry Dust now has a new music track (To the Forgotten) by markfenrir

Adjusted the Forge Apex Biome

Mechanisms



Made Level Starts much smoother by not running physics until control of the Avatar is properly established.

Levels





Replaced and Improved over 30 existing levels! (by markfenrir)

Fixed critical bug in Rescue the Princess.

Pieces



Increased the Conveyor's max size (to full level width)

Adjustments to the Solichin.

Adjusted Wraiths so that they don't block lasers anymore.

Fixed Bug: reset gravity after switching scenes. (going back to editor)

Exit keys now leave a trail when moving towards the exit.

Interface





Added a new Dialogue System, which you can check in the new Library Area when speaking to... the Librarian.

Leadeboard times are now shown in a nicer 00 : 00 . 00 format.

Fixed a bug with the Realm progress indicators showing full completion.

Added sounds when collecting Moons and Wings. And when opening an exit with Keys.

Updated Game Credits in the Library.

Internal Changes



Level Progress and Leadeboards will now only use an internal ID system, to allow us to change level names without affecting existing data

Fixed a bug in some situations weere the realm teloporter wasn't properly obtained (in the HUB)

Other



Added initial set of Steam Achievements and Global Stats

Added a tiny teaser for the upcoming animated intro

Revamped the Steam Descriptions and Screenshots



0.9.0: A Comet of Goodies

Lots of new Pieces, fixed path system, a new Environment, and much more awaits in the 0.9.0 update.
Enjoy!

Breaking Change:


The Level and Profile folders have moved to My Documents\My Games\Amberial Dreams.

To migrate your existing data, simply copy the files from the previous location:
{YOUR USERNAME}\AppData\LocalLow\oddgoo\Amberial Dreams

Pieces:





Paths have been reworked and should now be ready to use! This new version allows you cross them, and will only join when the end of one path meets another one. Thank you inakilbss for the maths, and Shallot God for the initial feedback on this.



The Path Attacher now has a configurable speed slider. So the Slow and Fast variants are now obsolete and will be removed in the future.



New Marble Pieces, including a fun new curved surface. All colourable!
They come with their decoration variants to use in backgrounds too.



New 나무 Pieces. Including two new One-way platforms (grass and hill), an irregular log surface, a new wooden column variant, branches, a suspension bridge, and plenty of new natural decorations from these.



Solichin, a critter that will send you flying diagonally.



Using the new slider UI, Decorations can now be placed at an arbitrary distance from the Camera.



New Seamless Chain decoration.

Weak conveyors have been adjusted to be even weaker.

Levels:





Amber Out by markdarkness added to Folk Forgotten!
Fall and Rise by markdarkness added to TwinkleDrift!
Rescue the Princess by markdarkness added to Forge Fantastic!
A Dark Alley by markdarkness added to Forge Fantastic!

Removed Acrobats II.

Environments:





The Forge Apex is here, and has some new music.

Hall lights are now stronger, and its background fixed

Other:





Avatars are now placed in the Middle Layer, so you can place things behind and in front of them (specially hollow pieces like the new hill one-way platform)

Controllers can now use the DPad to move.

On to new worlds now!










The Editor Update is here!

Version 0.7.0 is a bold step that believes in a bright and creative future for Amberial Dreams!

We have spent most of this update's effort updating core systems, adding features to the Atelier, and creating pieces that add new ways to think about levels. In this update, I want to thank inakilbss for contributing so much to the systems and the math logic that I lack.

Without rambling any longer, here is the list!

Atelier (Level Builder)



New Features



  • Multi-select! Grab multiple pieces and Move, Rotate, Delete, or Duplicate them together.


  • Corner Scaling and better selection gizmos! (by inakilbss)


  • Depth sorting, so you can choose which pieces to show in front of others (with 5 layers)


  • Ability to adjust width and height of levels towards a particular direction (anchor in the level properties panel)


  • Redo

  • New dedicated Panning Tool, with included shortcuts (Spacebar or Middle Mouse) and new cursors[


  • Displaying Kill limits in the editor (by inakilbss)


  • The environment list in the editor now shows a small thumbnail


Bug fixes and small improvements



  • Improved the scaling of non-sliced objects, specially with the grid turned on. (by inakilbss)

  • Scaling and panning now correctly takes into account the zoom level

  • Fixed Environment not being pre-selected in the Level Properties Panel.

  • Increased Zoom-out limits.

  • Allow All pieces to be rotated fully

  • Fixed Scaling gizmo overflow bug

  • Better top menu responsiveness


Pieces



  • Sparklebugs (flashing, rollable, interactable)


  • Grass Hills (they will change colour depending on the environment in a future update)


  • Simple Solid Rings


  • Camera lock, with multiplayer support. This piece will stick the camera to a certain position while in range of a player. (inspired by Levelhead)

  • Disappearable


  • Surges that pull instead of push

  • Decorative arrows, can be resized


  • Springs are now fully rotateable! (by inakilbss), for that sweet 360 degree spring action

  • Gears no longer turn while in the editor



New Environments




  • Shadows of Burden, including new music track


  • Flickerhope, (light flashing)

  • Bulwark (A simple environment with a close wall)

  • Blackout now has a close wall too to add to the coziness


Core Improvements




  • Big improvements to the Rhythm system, the audio is now unlinked from the gameplay, but occasionally synced instead (by inakilbss)

  • Big improvements to the Spawn-Respawn consistency (by inakilbss)

  • Improvements to the timer accuracy (by inakilbss)

  • Fixed Ball Jitter (by inakilbss)

  • Player Avatars will now cast shadows under certain lights


  • Updated to Unity 2020.3

  • Updated Input System

  • Other small UI Improvements


Audio




  • Added simple feedback sounds to the Atelier's interface

  • New Respawn Sound (Third change!)

  • New Bubble bounce sound


Levels



Note that these levels are out of whack in their par times and difficulty levels. Levels won't be polished until release version for efficiency when systems change.

(Took some liberties in naming some of these)

6 New Levels Graduated from the Community into the main adventure:



Forge Fantastic




  • Mecha-Shrine (by Heeny)

  • Bumper Dreams (by Elio)


Twinkledrift




  • Rise and Fall (by markdarkness)

  • Broken Hourglasses (by markdarkness)


Folk Forgotten




  • Abandoned Mineshaft (by Shallot God)

  • Blackout Grotto (by MudkipBoi14 )


9 New Levels going into the Community




  • Structurally Unsound (by Tzekin)

  • Pretend Freedom (by markdarkness )

  • Malign Force (by markdarkness )

  • Implacable Ball (by inakilbss )

  • Don't Flinch (by jemztones )

  • Curve Science (by MudkipBoi14 )

  • Monowheel (by markdarkness )

  • Control Room VU-19 (by Elio )

  • Bubbles & Spikes (by MudkipBoi14 )


And that is all!

Next steps are better tutorials/initial levels, button remapping, and lots of new pieces and environments



Rolling into 2021


Rolling into 2021

Now that the Community on Discord has been fairly active, I've felt like it's a bit redundant to post detailed update notes in here. So instead, I will use this space to talk about important decisions and how things are going at a higher level.

However, if you want to see and discuss the detail notes, you can see them in the discord channel here:
https://discord.gg/HnJ2qhZ

And view the general roadmap at:
https://trello.com/b/zHJZ8k2q/amberial-dreams



Community
Starting and Nurturing the Discord Server has been the best thing to happen to the Development of Amberial Dreams.
Specially since the Steam Festival, there have always been conversations, prompt feedback for new versions, and lots of levels made by the players in there. But most importantly, getting to know you and witnessing a true interest in the game has been the biggest source of motivation I've received. So thank you everyone! From the fans of the original, to the speed runners, to the level makers :)

Also, I am very excited to announce that we will now be formally working with 2 members of this community! @markdarkness for the lore/story, and @inakilbss for help with coding the more math-based portions of the game.

Roadmap Summary
The general plan is now:

  1. -Improve and add to the Level Editor Tools
  2. -Create Lots of new Contraptions and Story bits. Start bringing new Levels together
  3. -Improving Contraption graphics. Put together the new Worlds and Hub areas, start polishing the v1.0 level selection
  4. -Add remaining meta/hub features
  5. -All while continuing to fix bugs and improve the core mechanics.


With this plan, we are currently planning to Release version 1.0 publicly in August -But noting of course that this may change down the line, as shipping something great is more important that shipping it early.

Steam Festival and Demo
The Steam Festival was a success in terms of feedback and engagement. Thank you to everyone who played the demo, gave their opinion, and put the game on their wishlist!

The Demo will now be disabled, as it was only meant to receive feedback during the Steam Festival; but if someone sorely misses it, please come to the Discord to arrange special access.

Until next time,
-Cuauhtemoc "oddgoo" Moreno

Amberial Dreams Developer Live Stream

Come and talk to the developers while they play Amberial Dreams.


Join the Discord, Send us your levels and we will play them live!

Amberial Dreams is a cosmic toy box packed with arcade platforming, rhythmic contraptions and colourful worlds.

Demo coming to the Winter Steam Festival on February 3rd!

In preparation for the public demo on February 3rd, we have just finished another sizeable internal release with all the following updates:



Avatars:
- You can now select an Avatar and variation from the initial selection, this will lead into the full multiplayer features
- Polished the avatars for the initial 4 spirits:
- Amber
- Dew
- Prism
- Oracle

Contraptions:
- NEW: Bouncy Springs!
- NEW: Wraith (Normal and Fast)
- NEW: Decoration Scaffolding (Art Deco Style A)
- NEW: Static Pyramid
- NEW: Radiator (Static and Rhythmic)
- NEW: Sentinel and Sentinel Destroyer
- Change: static Trampoline/Bouncer now pushes other objects more consistently
- Change: The conveyor belt graphic has been optimised
- Change: Boxes are now a bit easier to push
- Change: trampoline, moon, conveyor and Surge sfx adjusted

Levels:
- NEW: The Sentinels
- NEW: Molten fall
- NEW: Roofhop
- Changed: Welcome and Emoclew have been almost fully redesigned
- Changed: Boxed in a bit less Janky
- Changed: Industrial Detritus a bit longer
- Changed: The Chute top section has been redesigned

Loft:
- We are opening the Loft for all the extra game features, tho at this stage it only has the credits section finished.

Gameplay:
- The timer now keeps running after restarting from a checkpoint (Harsh but fair!)
Interface and Visuals:
- A controller Dpad can now be used too
- Audio levels can now be changed with the controller, added better highlights
- Only show medals while paused
- Adjusted some layering of elements
- HUB optimised a bit

Level Editor:
- Author and Description Fields added
- Refresh button added to level list
- You can now test a level with RETURN/ENTER
- Maps can now be renamed from the editor

Bug Fixes:
- Win and die at the same trampoline
- Conveyor belt editor snapping
- UI disappearing at 4K
- Cursor appeared for 2 seconds on level start
- Entering a level worked while paused

Internals:
- Changed level progress saving IDs

Detailed Roadmap: https://trello.com/b/zHJZ8k2q/amberial-dreams
Discord: https://discord.gg/HnJ2qhZ

October 2020 Updates


Thank you, beta testers!
touhoe markdarkness, birb☽ and Elio22.

Thanks to your feedback, this month was a whirlwind of many little fixes and Quality of Life improvements:

Version 0.3.2:



Levels:


-Added 3 new levels:

  • The Chute
  • Gear Room
  • Acrobats II

-Small fixes to other levels

Engine improvements:


-Better camera behaviour when restarting from a checkpoint
-The margin to die when leaving the level bounds is now twice as large.
-When dying, the music now dims instead of stopping

UI and Controls:


-Added a Master Volume slider in the Options Screen
-Added initial instructions and prompts to the HUB
-Added a "Quit to Desktop" button on the Pause Screen
-The mouse cursor now hides automatically after not using it for 2 seconds
-You can now hold backspace or B (On the controller) for 2 seconds to restart a level

HUB:


-Added clarity and color to the difficulty indicators around the levels
-Better teleporter positioning

Version 0.3.1:



Engine improvements:


-Migrate code back-end to IL2CPP (slightly better performance)
-Initial Texture optimisations (slightly better performance)

Levels:


-Fixed level: emocleW ID / data save
-"Box" in push level is now easier to place

Sound:


-Lowered colision pitch by 2 note intervals, and reduce volume overall

HUB:


-The Amberball is now born from a Lotus

UI and Controls:


-You can now hold the Back Button to restart (UI visual coming later)

Contraptions:


-One way platform has a clearer graphic, and has been updated everywhere
-Trampoline now blocks lasers

Fixes:


-Fixed timer minute conversion bug
-One way platform colision sound to happen only from physics side

Detailed Roadmap: https://trello.com/b/zHJZ8k2q/amberial-dreams
Discord: https://discord.gg/HnJ2qhZ

The Closed Beta has begun!



Some testers have been given access, and we will increase the participation as new versions come out.
If you want to be part of it, all the discussion is happening at the Discord:

https://discord.gg/HnJ2qhZ



For this version, we focused on a small selection of levels to sample, and many little improvements since July.

Now that these early builds are in your hands, future updates to the game will have detailed patch logs with proper labels and organisation.
But since this is the last time all the changes were kept just internally, you can see what the raw development log looked like for the last two months:


  • More HUB adjustments
  • timer to carry over time from restart
  • hide hub tip when coming back from level
  • auto exit in editor
  • Boxed in Moon
  • Exit to Desktop button
  • Push to use forge forgotten, get moon
  • null gravity to use hall
  • More loading screens
  • Level Difficulties and unlock conditions
  • Pause to not open during intro
  • remove teleporter sound if not player
  • integrate all levels plus teleport chamber,
  • Conveyor/Magnet sounds
  • HUB spriteshape sounds
  • teleporter to return to
  • make border exit a bit more lenient
  • Level menu button to open button
  • Reset gravity on hub
  • HUB and Editor Help, change layer
  • Beta Instructions
  • make lasers longer
  • Lengthen Industrial Detritus, ease keys
  • 2 more levels
  • Change level names
  • Shadow Fixes in Editor
  • Nathan Song
  • change teleporter set colors
  • Level return to portal
  • Level names returns and sizes
  • Portal disabling
  • Beta Levels first pass
  • design and add analytics
  • Resolution selection
  • add "W" to UI up keymap, and enter to accept keymap
  • dont do intro on editor play
  • Fix adventure thumbnail overflow, add depth
  • Exit particles
  • Capture fix
  • capture turned on the music fix
  • Understand Steam Distribution
  • key speed
  • Fix thumbnail resolutions
  • Brief reorganise Level Ideas
  • HUB. Show level record on hover
  • Player Progress Unlock Conditions
  • Player Progress Connections
  • Player Progress UI
  • Create Initial Atlases
  • HUB. build Optimise
  • Resolution detection
  • exit options/pause with back button
  • Pause before timer bug.
  • Finish options menu, make controller-compatible
  • Clicking or pressing still works while paused
  • Title screen, only once per session, not in editor
  • Player Progress System
  • Player Progress Design
  • Integrate some options into pause menu
  • integrate new trailer seconds and reexport
  • capture new trailer seconds
  • Sketch new trailer seconds
  • Camera Lock
  • Music system to restart from nearest beat.
  • HUB: camera Z reset
  • group Avatar
  • Upload 0.2.0 steam build
  • add ground to steam capsules
  • HUB: Fix trampolines and Level surges/drag
  • HUB: back button to go back
  • HUB: UI Y Axis sensitivity
  • TimeScale when returning from game
  • Integrate Steamworks library
  • Move contraptions to excel file
  • Diego memorandum and trailer instructions
  • Move levels away from tasks
  • Camera to zoom in slower than zoom out.
  • joystick navigation and ui outlines
  • Small spawn staggering and emit particles



--Cuauhtemoc "oddgoo" Moreno

July 2020 Development Update

We have a new trailer!


[previewyoutube="tjlwEFpqzTM;full"]
It showcases the near-final graphics, the new HUB, updated environments and a better multiplayer camera. Screenshots on the steam page have been updated too.



We also just started a Discord server which you can join here:
https://discord.gg/HnJ2qhZ
If you are interested in playing and providing feedback for the beta version, please roll in and let us know.

The Hub menu system is done, and is now a fully playable environment.
Since I was a child, I had a particular fascination with Mario overworlds such as the castle in Super Mario 64, or the map in Super Mario World. Being able to move around, explore, and inhabit the game spaces allows for more playfulness and opportunities for imagination.

Now we will be working on refining the multiplayer system and player progression.

There has been some delays, but the development roadmap is now updated too:
https://trello.com/b/zHJZ8k2q/amberial-dreams

--Cuauhtemoc "oddgoo" Moreno