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:
-Improve and add to the Level Editor Tools
-Create Lots of new Contraptions and Story bits. Start bringing new Levels together
-Improving Contraption graphics. Put together the new Worlds and Hub areas, start polishing the v1.0 level selection
-Add remaining meta/hub features
-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
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
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