changed the names of the 'blue' and 'red' spirits --> now 'Swiftgard' and 'Mightmend'
level design work - map expansion
inventory screen polish
increased price of spirits when purchasing them 20-->30
set up cirrata with github (for the second time, had issues before)
all new vocal audio for the big half skeleton boss
new vocal audio sounds for small frogs, soldier frog, fat frog
new vocal hit sound for hitting the evil turtles
new 'new game' intro text with new text fx
raised volume of ambient sound in starting house
new rabbit npc vocal audio
misc audio level adjustments throughout
new knife rain ULT particle fx
new cleaver ULT spiral fx
'PANarama' weapon new stage 2 attack animation
level design work - map expansion
tweaked move speed, acceleration, friction, animation speed values for RUN to make it less floaty and slippery feeling.
when in full run and coming to a slow down the animation will now transition to slower walk animation before coming to a complete stop (tiny tweak that makes it feel more satisfying)
added teal tint to shield icon to correlate it with the blue spirit
created new particle fx for 2ndary weapon new attack (PANarama)
Foundation of "PANarama" stage 2 attack now in the game
Fire Damage over time (DoT) now in the game
fixed bug where stage 1 'PANarama' attack would sometimes not play sound if near a ledge
added different pitch to each playback of PAN attack sound
added better dialog for weapon pickups
new frame by frame fire animation
color and fx layer work for frame by frame animation
drawing work on fire icon (for fire DoT)
added fire icon to indicate when enemies take fire damage
enemies now spawn fire sprite on themselves when they catch on fire and it now fades out when it wears off or the enemy is killed.
enemies can now spread on fire condition to other enemies they cross paths with
fixed bug where enemies on fire would cause every other enemy on fire nearby to reproc their fire DoT and vice versa and cause massive amounts of damage to every enemy nearby usually killing all of them
level design work - map expansion
new signifier icons for stomp, and secondary weapons and spirits to match other newer icons
new miniboss animation work
waterfall animation work
level design work - map expansion
level design work - detail in expanded rooms
upgraded above ground red plant animation to improve contrast and reduce noise of image (to allow for larger scaling) also cut out 10 frames from the animation
more level design work
new mini boss work
added 'spawn all weapons' debug cheat
added 'spawn all ability bottles' debug cheat
fixed lighting controller not working bug
began adding new mini-boss to game
fixed lighting in sky zones
lots of level design work
more sky-zone lighting adjustments
added controller vibration to bouncy shroom
level design work
increased chance of 'spirit' bottle drops 25% --> 35%
added in game 'join discord' and 'steam' links to main menu
changed save game kier head icon to a more dynamic version of the icon
fixed lighting accents in the wrong spots on title screen
title menu adjustments and detail work
Fixed underground music playing at the same time as boss music in mini-boss room
changed spirit drop rate 35 --> 30
lowered 'tomi' cache value from 50 --> 25
CIRRATA - ABOUT THE GAME - DEV LOG - PATCH LIST
I wanted to share all the new things I've been working and or added and fixed since the last update! I apologize for development being slow. I do have a full time job as a chef and it can be a lot at times.
I am also very excited to say that I'm shooting for a 1st or 2nd quarter 2025 early access launch. I hope to also be in the Steam Next Fest event prior to that release with a demo available with most of the main mechanics of the the game I have planned. There is still so much work to do before then and definitely after the EA launch as well. I appreciate any support during these times.
Please WISHLIST as this greatly helps Cirrata out!
I would now like to share a little info about the current and planned features of Cirrata.
Many of the mechanics of Cirrata based around the 'spirit' system and also the food item main system in the game.
It is meant to feature many secondary weapons, much like in Castlevania SotN. (currently 4 are mostly in) These weapons will have a regular, amplified, and ultimate attack mode (based on how many of the blue 'spirits' the player has activated (drank)).
It is a Rogue-lite game but also inspired by Metroidvanias There is a world ingredient cache collecting and delivering to the local pub mechanic (WiP). This will lead to the pubs chefs creating food items for the player. Each food item has a unique effect on the player ranging from summoning minions to raising your crit% or amplifying other abilities. I plan to have 50 or even more in the 1.0 release. (currently have 10). I hope for this system to be, in a way like Risk of Rain or other rogue-lites where you progress through unlocking new and stronger food items. When you die you reset at the pub and lose items and weapons but you will still have access to aspects of things you had before.
There will be many enemy types, currently planned: regular, elites, mini boss's, and large scale boss's.
The intro is basically the tutorial to the game and is much more of a Metroidvania style experience. I originally planned to make Cirrata a true Metroidvania style game but the scope became much too large for me as a solo developer so i pivoted a bit.
Once you reach the Frog town and the pub in the game the tutorial is over and it becomes a rogue-lite experience. You will keep the main core game abilities you have gained up to this point.
aaaand I dont want to spoil the rest but I wanted to clear some things up for anyone curious for more info about Cirrata!
me spamming cleavers for for the fun of it (I need to work on balancing everything still) ːspiffoː
DEV LOG - PATCH LIST
FROM OLD to NEW as you scroll down
fixed dash on ground dirt particles (were not working at all)
added hud indicator for all critical hits
updated controller mapping screen
made the purge particle sprite more textured
purging now creates a poison cloud that causes poison DoT to enemies that pass through it (edited)
increased starting player currency amount 100 -> 150 (edited)
poison DoT mechanic added to the game
poison now spreads to other enemies over time if nearby
poisoned enemies will turn a light shade of green while poisoned
bouncer mushroom cloud now causes poison instead of causing dmg on hit (edited)
fixed purge fx falling through the floor
ingredient cache pickups added to game
level design work - opened up underground area where "under construction" sign was
level design work - new underground room
level design work - more detail in underground biome
art work- more progress on new rabbit sprite
animation work - new "fatfrog" animation for talking state
animation work - prepped new crow sprite for animation
added crow npc and narwhal npc to the game
added rarity levels to secondary weapons
added rarity levels to food powerup items
level design work - world detail - bar (edited)
level design work - world detail - underground
Planned out first mini boss fight
rigged new enemy into animation
fixed bug - dust animation fx on wrong layer at times
level design work - frog pub
drawing work - "rabbit2"
animation setup in spine - "rabbit2"
animation work - rabbit2
level design work - frogbar
animation work - npcs
level design work - frogbar
updated controllers menu page
increased air to ground slam move speed
wall jump now creates dust cloud on the wall
fixed ground dust not triggering due to jump input buffer ground dust now always trigger on land, most of the time triggers on jump ground dust now triggers on high jump fixed bug where on some surfaces the step dust would not trigger (edited)
fixed bug where you could not zoom out in the Frogbar
fixed bug where if you get the flying eyeball familiar and leave and come back to where you got the flying eyeball familiar. it would die
fixed a bug where the narwhal that gives you the flying eyeball familiar does not leave once you leave and come back
added glow to bouncer mushrooms
started working on custom control mapping
Cleaning and reorganizing controller code to prep for custom bindings
Key rebind research
Default keyboard controls changed (added mouse to control weapon)
beginning of rebind-able controls implemented
figuring out how to get button image icons to show instead of text
MASSIVE CONTROLLER SYSTEMS OVERHAUL added support for ALL gamepads, way better keyboard and mouse controls, control consistency through all menus, KEY REBINDING, new icons for all controls.... more to come (edited)
made player attack hitboxes bigger 1.3->1.4
way more player input work (re bind control)
in game button indicator icons now change based on what input source you are using (gamepad, keyboard, etc)
updating the "inventory" menu (new style)
added example videos for ability powerups to inventory menu
changed menu click audio sounds to more pleasant sounds
more inventory work
added health to inventory menu
fixed stomach hud showing on new game load screen
fixed dust particles showing on new game load screen
removed the "+" from notifier when picking up money
made secondary weapon charge icon not outlined for rarity level for each secondary weapon (edited)
removed "+'" from secondary weapon indicator
started drawing new text box background to match hud (old one was not drawn asethetic)
finished new text box background
implemented, resized and repositioned the new textbox in game (edited)
level design work - new area in frog bar zone
more level design work
added new frame by frame animation layer for blood hit fx
moving platforms mostly fully functional
fixed issue where BAT enemy was not spawning the proper items/debris when stromped
fixed the player and enemies showing in front of the foreground parallax layer
Audio overhaul/upgrade work
more sound design work
loooots of audio work (like almost all day)
Fixed random floating frog sprite
Fixed consumed food item hud icons and descriptions not showing issue
Changed player particle FX a bit to better signify different movements from abilities (high jump, ground slam)
Fixed: if you already ate any specific food item and/or your stomach already had a specific food item you could still buy and eat that specific food item. (you could waste your money and not get anything from it)
Added: When near a food item you can buy the price (ie: 300) indicator now turns to "IN BELLY" if you have already eaten that food item for its buff and its currently active and wont let you buy it. (unless you purge it)
fixed: regular chat bubble and ACCEPT/DECLINE chat bubble were overlapping
added: debug mode: added a guide explaining what keys do what for 'cheat mode'
did some animation work on a new npc
new npc animation work. Two new animations ('soldier')
added npc to training course room
animation work on 'rabbit2'
Drawing work on ‘fatfrog’
adjusted players 'full run' animation (looks way better)
'fat frog' rigging in Spine. (reworking animations in better animation app)
a lot more 'fatfrog' animation things.
More animation work. Began importing into the game
animation work - fatfrog
moving platform polishing
moving platforms now bonk you through drop through platforms and just generally move the player out of the way
drawing work
moooore drawing
more drawing . finished social media icons in the style of cirrata
fancier food item drawing
new food powerup art
drawing a new asset for the frog bar that will let the player know how stocked the kitchen is
new food item drawing work
fixed background texture misalignment in 'level11'
fixed bat enemy throwing a knife with a white outline
new game intro text explaining the state of the game and whats to come
New npc animation work
about 5 new animations added
a new npc has entered the game!
more frog chef npcs added to the game
Fixed layer depth issue in frog bar -particles were behind everything
Changed particle effect and color of weapons and food items to better distinguish between other items
Fixed multiple causes of particles not clearing properly causing a error crash
custom controls will now save when game is saved
Custom controls now reset at the main menu but reload when you load a game
menu controls will now stay the same even if you change the custom bindings
added buffers to the pause menu so it doesnt skip menu pages when trying to change controls which are the same as confirm and cancel menu buttons
CONTROLLER VIBRATION is beginning to go into the game
controller vibration is about 90% in the game
Fixed issue where player would stop moving but the run animation would continue for a second too long
when in a full run and you stop pressing left or right the player will now slow to a stop and the animation will slow as well
there is now 4 stages of movement (instead of 3 prior) 1: no blue spirit on hand - 1x speed 2: 1 one blue spirit on hand - 1.2x speed 3: two blue spirits on hand - 1.35x speed 4: three blue spirits on hand - 1.5x speed
made the player trail for high jump, ground slam, and burst attack more prominant
added on screen signifier for the 4th movement speed buff
rigged the bird mini boss in spine 2d animation
many minor changes to some of the 'rooms' to make traversing them more fluid
expanded a room a bit to lead to a new 'room'
fixed 'bouncer shroom' glow showing behind the shrooms. made it hard to see
expanded mini map functionality for new rooms
beginning of kitchen systems. (ingredient delivery and food powerup item supply)
started designing a new special 'room'
fixed camera follow issue: when following the player traveling at a steady speed downward the camera would stutter until the player came to a stop
slowed regular camera follow speed slightly. still moves fast to catch up when it needs to
more work on the kitchen systems
got the kitchen ingredient stock meter bar in and functional , created two new particle fx for the meter bar, made a couple new sound fx for the meter bar
more new kitchen mechanics work
npc speaking audio sound work
more kitchen mechanics work
even more kitchen mechanics work
fixed high jump and ground slam particles on wrong layer
new audio sound for single ingredient pickup
more kitchen mechanics work
fixed bug where when you loaded a new game the player would end up outside the room and off camera
fixed a bug where there was no starting weapon box and then after adding the box in again the box would not allow the player to break it break
lowered the volume of single ingredient pickup sound to account for picking up multiple at the same time
Cirrata - NOVEMBER update
added ability to gib bat bodies
ground slam gibs enemy bodies
added a brief "cling" to walls prior to wall jumping. you slide downward slightly during this state.
foot stomping is only enabled while near a body
miscellaneous movement code cleanup
fixed item button spawners not being destroyed
fixed player room spawn locations not being set properly
fixed jump animation (at apex of jump would play wrong anim)
fixed item button spawners: - now follow the item that spawned them - dont spawn double on occasion
added pulse to enemies bodies (to signify loot)
added new sound fx
added new zone music for sky area
more polish to the down slam attack
added sound to wall jump initial impact
added sound to items when they disappear(edited)
enabled downward slam attack to be initiated after a high jump ability.
changed drop through platform control to DOWN + DASH BUTTON
more misc polish to the down slam and foot stomp mechanics
changed small health bottle to heal half heart instead of full heart
large health bottle still heals 1 full heart
added audio to sky boss
Added new zooming system to replace old one
recalibrated everything involved in the player death sequence
added two more hitboxes for the skyboss and calibrated the old ones a bit
changing player dash/high jump/down slam variable for more responsive movement
dash movements are now faster/ more responsive
new item descriptors
added hud timers for "spirits"
added new audio for knife swipes while the damage buff/"spirit" is in effect
made hit fx more "juicy"
added temporary title screen
set up system to control hit fx size. 4 variable sizes. (CRIT, large, medium, small)
Started reworking Item system
Blue "potion" now increases movement speed by 20% and gives the player a "shield" charge per "potion" use
dash attack is now an ability pickup. Have to use the spirit and you gain the ability to use the dash attack. doing the dash attack consumes one blue "spirit"
Fixed layer/camera depth issue for “level3”
Fixed many flow issues in “level3” and added more background assets.
Fixed particles game crash caused by player “longfall” blood splatter particles
Fixed the shield bat’s shield hit effects. Player hitboxes were not registering.
Fixed layer/camera depth issue for “level3L1”
Fixed layer/camera depth issue for “level4”
Added Git Support
worked on new title menu screen
reprogrammed blue "spirits" to give a "shield" charge on use. and passive while holding: move speed buff. and cleaned up "spirit" pickups code(edited)
started to convert all enemy hit-boxes to a single script to be easily adjustable per enemy(edited)
lengthened the time the full screen hit effect is on screen .045 to .03 fade speed (more prominent now)(edited)
'Shield Bat' enemy now throws cleaver to players current location when thrown. (No longer random, unpredictable throws).(edited)
Fixed two more rooms depth issues and room doorway issues.
Fixed overall world map flow. Opened up some new doorways in the map as well.
Fixed layering issue with 3L3 and 3L2
Changed layout of 3L3 and 3L2 Also, connected to rest of map.
reworked "wave" system - enemies now spawn randomly based on where the player currently is.
fixed high jump and down slam activation glow - now works
added zoom on analog stick press. Left stick hold = zoom in, Right stick hold = zoom out. release to go to back to default zoom.(edited)
fixed slow to track player camera after changing rooms
added fade from black upon entering a new room(edited)
fixed issue where knife swipe fx would not show up if the lighting layers were turned on
fixed camera edge of screen clamp offset(edited)
fixed light layers for newly refreshed rooms. layer and lighting now updated. performance should be increased in these rooms yet with more visuals
increased collision radius of downward air slam attack
fixed only being able to jump directly upward after a slam attack
added timer to slam attack, cannot spam slam attack now(edited)
fixed major texture page issue
fixed an exploit with coyote time where you could jump up to a ledge in order to use coyote time and jump again
Added dialogue npc's to frog town. added varying frogs as well
Enemies are now persistent based on the room. Kill one and they stay dead till reset
Enemies reset on visiting the central "home" zone
added options menu to start menu
fixed save/load system
can now save in the home town at a save stone(edited)
graphics menu with window resizing, and full screen switch now implemented
reduced wall jump cling to wall time from 15 to 8 (steps. @ 60 steps per second)(edited)
began implementation of town npc vendor
full resolution switching and settings saved upon change. and loaded upon relaunch of the game. including user accessible .txt options file(edited)
fixed enemies showing up over the top of everything else bug
added a vendor npc. can now purchase items in town
added currency to the world of cirrata
added attack for turtle enemy
changed graphic for full screen damage effect
more map work - level3L3(edited)
fixed a bug with low health fx
fixed misc death sequence issues(edited)
you now have a chance to get money from all breakable items
turtle enemy will now eat currency drops(edited)
removed "score_point" system from the game
weapon "chests" added to game
item chests will spawn a random secondary weapon item based on player skill level(edited)
consolidated all game notes (to-do's, bugs to fix, etc) to a single file. / creating a guide manual(edited)
added player consecutive hit counts, and kill counts(edited)
added a new indicator for enemies bodies
fixed collision issue with turtle enemy corpse
fixed chest spawning the wrong throw knife (it was spawning the thrown knife, so a knife would fly out when you break the box)
enemies drop rate is based on a % now. (no longer always drops the same thing every time)(edited)
fixed background alignment issues in room "level3L2"
Added more visuals to "level3L2"
Bats now climb out of the ground when they spawn during "wave system"
Update - Cirrata
removed air attack player bounce back
cleaned up the turtle and the fruit bat AI and knock back a bit
added above slash attack. new animations and frame by frame hit slash FXfor it
more particle system optimizations
fixed costly "for loops" with enemies causing lag
fixed rabbit hit swipe issues (flipping sides, not destroying when rabbit it knocked back)
fixed issue where player would not exit immune state after being hit and then immediately attacking
implemented new item menu
fixed issue where turtles would get stuck after being hit
fixed issue where fruitbats would get stuck repeating knockback animation more then once before returning to walk state
implemented system for collecting and activating item pickups
updated goat enemies AI
Audio SFX overhaul and optimized audio systems.
enemy ai tweaks.
new hit swipe fx for bats
remade player above swipe for more height
fixed particles failing to be destroyed on room change
fixed rabbit thrown knife from sticking into invisible barrier
fixed player hit swipe from disappearing when hitting bat shield box
fixed being able to still damage the bat when player knife attack strikes bat shield
fixed range of shield bat melee attack (now bat actually melee's if player gets close)
fixed player being stuck in walking animation after land after striking the bat shield from any air attack
put a timer on health drops. player now has a set time to pickup drops (prevents memory leaks too)
fixed rabbit hit swipe fx not being destroyed if the rabbit was destroyed
added enemy health bars
optimized particles systems more (almost fully optimized)
mostly fully optimized particle systems
fixed enemy blood/hit fx sometimes spawning above enemies when player attacking from air
updated damage numbers with a new system
new full screen damage sprite
added blue/red light glow for when player has active item buffs
added buffer for (attacking at the same time/ a quarter of a second before jumping) now sends you to jump attack. greatly smooths the transition.
fixed enemy hit particles showing behind enemies
fixed instances where hitting multiple enemies at the same time would spawn the Hit FX and DMG numbers multiple times for one of said enemies
added charged high jump
tuned the dash atk more. has more acceleration now
hitting a wall/ceiling with the charged high jump or dash attack now causes shake and a small amount of knockback
fixed a wall jump issue where if you were falling and close to the ground you could jump off the wall and double power
jumping through enemies with the high jump now damages them and causes knockback
greatly updated quality of "large tree" in town area
created and implemented custom "cirrata" font
updated inventory menu with new fonts/graphics
rearranged inventory menu for optimal comprehension speed
fixed bat sprite shielded and non shielded flip issue
fixed wave system not going to wave 2
added "wave hud"
added rabbit spawn state for when spawned from the wave system
implemented half heart player health
added ability pickups
changed item icon particles color to be coordinated with item types
added dual menu for recipe items
added critical hit system
updated damage numbers with easier to see/read numbers
critical hit damage numbers are now red and grow larger then regular
added crit enemy damaged sound
fixed issue with hitting more then one enemy at once causing same damage amount
updated key animations of kier (the player) with better filtered HD versions
base crit proc rate is now 10%
made walk cycle and idle for new boss enemy
switched over to 'spine' from 'spriter'
more graphics optimizations
more texture page optimization
more graphic optimizations. (resizing and scaling HD graphics) (note: very time consuming) added 3d camera (changes the way parallax works).
fully implemented 3d camera
more texture pages optimization
more sky level level design
optimization with particle systems and textures/sprites
implementing new boss
figuring out how to implement new boss with new animation software
added skins to boss
boss hammer weapon now gets bloody
implemented multiple hitboxes for "boss"
"boss" now has 5 animations
adjusted player knockback state to be more of a gradual slowdown
added blood decal to show on hit to titan hammer that fades out
added boss screen health bar
fixed problem with enemy health bars not going down after the first couple hits and showing as empty when health is low
00.16.12 UPDATE
-added slowdown to the air attack enemy bounce off so the movement is more smooth. you bounce off and slow down now rather then come to an abrupt stop mid air. .knock-back immunity time increased to prevent getting hit over and over without being able to get away from it. -reprogrammed coyote time and jump input buffer to work more efficiently -re-calibrated player animation transitions -new zone in progress. -potions are now pickup and hold till used. once used they apply a timed buff to the player. -misc new sounds -misc bug fixes and optimizations -particle system overhaul for efficiency. -lighting system overhaul for efficiency. -new weapon slash trails (now frame by frame drawn animations) -reworked air primary attack: you can now attack more then once before landing. -added 1 new enemy (more coming). -added mini health pickups. (pickup heals one health heart). -new breakable item.