Fix achievements: "Superdonut!", "Straight into the Cup", "Perfect" and "Ricochets".
Fix rocket activation bug which was triggered when player was stuck against a wall.
Fixed a fatal annoying bug that caused the player to appear in an empty level and forced to restart the game.
Rockets letters no more disappear during the training.
Hellblades rework: Performances + Reset rotation when reset the level.
Patch Note
Updates:
Update the Western Biome environment.
Worldmap donut travels polished for bonus level cases.
Fixes::
Fix controller u-turn wrong comportment.
Fix ghosts which sometimes were wrongs.
Patch Note
Updates:
Update the Western Biome environment.
Confirmation popup for the levels selection in multiplayer.
Binding preference now saved.
Fixes:
Fix binding reset.
Fix level Western01 accelerator Z position.
Fix Ghost UI which was sometimes displayed in multiplayer mode .
Fix LevelWestern03 killzone at the end of the level.
Fix animation at the end of the level for levels: City13, Western04 & Western11.
Fix level City14 building at the first one that hides the player.
Fix level City11 garbage cans crossing the ground.
Fix level City17 background visual problems.
Cranked Up devlog #3
Release date!!
We have a release date for Cranked Up early access, here is an anouncement teaser:
[previewyoutube="E9Nh_RSs8yg;leftthumb"]
Online playtest
With thirty people of our Discord we tested some features of the game. We tested the game from the 3rd and the 6th of April and for a second session between the 17th of 20th April.
Here is the list of the different elements:
Level optimization
Game stability
Tools
difficulty curve
Multiplayer Mode
Biome 1 validation
Exemple of our death map tool for the difficulty curve
Cranked Up devlog #2
We Cranked Up the dev!
To make sure that we're heading in the right direction, we organized a playtest session at ArtFX school in Montpellier.
Why playtesting?
it's simple several aspects of the game needed to be tested:
Different controllers
Different game modes
Our database
What was our organization?
The playtests were divided in 2 session of 1 hour each.
1. Welcoming playtesters10min Setup NDA Team presentation
2. Session 1/230min Playtesters were divided in 2 categories (controller A and controller B) 10min Playtesters swapped controllers (A take B and vice-versa) 5min Playtesters choose their favorite controller to finish the session 15min
3. Session 2/215min Playtesters, choose controllers, they also choose to test multiplayer or hardcore/challenging solo game modes.
4. Session end10min Playtesters answer to a google form, and ask question to the team.
In the same time each member of the team had to wright down their impression on the test, and take a look to the database.
We had a great time and the session was a blast, make sure to follow us on social medias for the next one, here some pictures to wait:
Cranked Up Devlog #1
Cranked Up is an easy to play hard to master, solo/multiplayer platformer game with
Cranked Up philosophy is based on 4 axes↓
Sharing experience
Challenge
Reward
Customization
Current state of the game
2 out of 4 biomes are currently in development
12 levels are already in the game
8 Town levels
4 City levels
1 Western level is in development
Several games modes are in production
We're currently working on a build for internal playtest!
We're currently working on
solo campaign mode
solo speedrun mode
2-4 players race mode
15 levels for the city biome
We want to work on
2 players cooperation mode
2 players versus mode
several multiplayer mode for 2-4 players
Stay tune here's the Trailer for you to wait.
[previewyoutube="Uy6uxXUarwY;full"]
What do you want for the next devlog? control? level design? animation?