I sincerely hope you are all partaking in some spooky festivities this weekend! We’ve included a few in Imagine Me so be sure to poke around the Challenge Levels. Have you noticed the new “sweet” Stat?? (...see what I did there hehehe) The candies are only around for a short time so be sure to rack up your score!
The rest of the updates include:
Soundtrack as FREE DLC
UPDATE!!! We're waiting for the steam servers to settle down after the Halloween Sale. They had a few problems yesterday. You all have it, you just can't see it till the Steam servers set it as "available" on their end. This is my fault for not confirming it was fully live before posting it.
new Challenge Levels!! - 30 in total thanks to Chris!
Story - Implementation is in with a total of five story arcs you can cycle through. (Feedback Please!!!)
Controls/Quick Guide Splash - press L for Learn! MISSED THIS ONE!!! Will do this TODAY!!! it touches every scene so I won't push it live till we've spent a good amount of time testing but I'll keep you updated
Coming up for mid November:
Intro scene/story
More stories
Better font for stories
At least 3 more bosses
By Late November:
More room types
More stories
WishList:
A few more mob/bad guys throughout the Campaign
Better backgrounds for Campaign
Whew! What an update!! Have a wonderful and safe weekend everyone!!!
-Hollie (and Chris) ^_^
To Do for late Oct/Early Nov
Here's our todo list for October and into November listed in order of priority:
Soundtrack as FREE DLC
Controls and Quick Guide in game
Challenge Levels - 30 in total by Oct 31
Story - implementation worked out by Oct 31 but we want more story than we have so this will take us into November
More Bosses - This is really in our November list but we'll be thinking about it as we go along ^_^
We'll update the todo list the first week of November but that's what is coming soon ^_^
We stream live on Twitch tonight 8pm CDT. Soo hope to see you there! :D
What's Next :D
Why hello! :D
We are back from LA and feeling renewed and energized - except the jet lag :P
Wanted to quick update you on where we are going now. Chris and I have a ToDo list set and we have a meeting to prioritize after each build. Today is all about bug fixes (thanks soooo much for posting them!!). Tonight we'll have the meeting and tomorrow I'll post the list along with a time frame for the next build.
Right now I could deffo use your feedback on the last build. What did you like? What do you wish was different? Are the bosses too easy to be considered easy? Was the art for the bosses okay? etc
ALSO: A community member had this AWESOME idea for unlockable skins for Robbe using the retro versions of Robbe you see in the Trading Cards - purely cosmetic. I *love* this idea, but it would take quite a bit of time to recreate all the animations. We are definitely not opposed to it, but thought it would be worth throwing the idea out there to the whole community to see if you were interested in the idea or not. :)
Let us know what you think! :D
Bosses LIVE!!!
I'm sooooooo excited to finally be telling you the bosses build is LIVE!!!
Along with bosses you'll find audio assets have returned! Yeay!! You'll find the long awaited options menu. Yeay!! (Bad news on that I forgot to have Chris add the Quick Reference screens) You'll notice the fire wisps are animated and even have a new AI so watch out! :D
We only have three bosses at the moment and I would classify one as easy and two as moderately easy. A good place to start and I would love feedback!!
With all the changes, there are bound to be bugs. Please, please let me know and, as always, screenshots are awesome!! :D
On that note, we're in LA :D We are here for the IndieCade festival and just landed ^_^ Hoping to get a bit of inspiration and add an another layer of awesomeness to the game on our return.
We couldn't do this without you <3 Thank you for all your support and your continued involvement <3
-Hollie <3
Bosses Update 2
Hello everyone!
I'm here to update you on the status of the bosses :) Kinda bad news smothered with some kinda good news. Bad news first: earlier today I saved over a few hours worth of work. That moment when you wish you could scream and the only one to scream at is yourself. Result: Delay.
Good news: All of these are done
- New Challenge Levels
- Chris' surprise (He wants to tell you ^_^)
- Options Menu (including volume!!)
- Inventory UI :D you'll finally know how many bows/arrows you have!
- You keep them even if you quite the game. (ie. end with 2, start with 2);
- Boss art. If you want to see what the first three bosses look like click here unless you want it a surprise :)
- Audio Assets (ie. sound fx, music, unique boss themes)
Things I'm redoing because I didn't think:
- one boss AI
- better collision detection for bad guys
One thing half done:
- Soundtrack as free DLC
Please forgive the delay. I'm still working and will continue too till this build is live. I'll keep updating you too!
-hollie
Bosses Update
Good News!!
I've finally been able to devote time to the bosses!! :D The update will be released Sat, Oct 4, probably in the evening (GMT -4). Here's a peek at one of the bosses if you are interested.
We live stream tonight! :D We're doing something a bit different. Chris will host the vid (per the usual) and I (Hollie) will have a mic and mod the chat :) Stop by to say 'hi', ask questions, give feedback, talk about your favorite sushi place, etc. Tonight at 9pm (GMT -4) on Twitch
Lastly, I am working on a UI now for Inventory and Player Control Pref. Chris and I have to be working together on this which usually only happens on the weekends. It won't be done for the weekend build. :(
Thanks for all the feedback :D We can finally see a bit of progress and hope you are just as excited/relieved about it as we are. ^_^ Back at it for me!
-hollie
Surprise! We pushed a build! :D
Surprise!
We found there weren't too many bugs with the new player controller and beta branch build so we fixed the few we found and added a few "cosmetics" as a bonus! :D
I can't wait for you to play it and I would LOVE your feedback!! This was a big change for us and something we knew the game needed.
NOTE: You have to UNSUBSCRIBE from the Beta branch!!!
I am pushing hard to have some bosses done by the end of the month (two more days!) but I will keep you updated as things progress or (hopefully not!) degress.
I haven't had a chance to get the reference material in the game yet, but I updated the Controls and Quick Ref Splash as a game guide.
We'll be putting the soundtrack as a free DLC next week sometime so you can listen to it with the new Steam Music player :D
Keep the suggestions coming! We absolutely love working with all of you on this game. <3 It has been such a wonderful experience and we are sooooo excited to keep doing what we are doing with you :D
Enjoy the new build!
hollie and chris
also: Here's a YouTube video we uploaded showing the recent code-base growth ^_^ Busy bees! haha!
New Build - Beta Branch :D
Hi Everyone!! :D
This past week was one of the most frustrating weeks we have ever had with bugs that *literally* broke Unity. That said - this weekend has been one of the most PRODUCTIVE weekends we have ever had!! :D Everything just seemed to click, bugs were resolved, and a brand new Campaign algorithm has been set up ^_^ I *also* added a ton of new room types to the Campaign generation. They were starting to get a bit redundant and thats not fun.
To top the whole thing off we ditched physics. This makes me soooooo happy. Physics and 2D platformers don't play nice together and it has been just awful for you as players and for me (and Chris) to try and fix/tweak/try not to go insane.
Because that is a TON of changes, we decided to push this build to the BETA branch. A top secret branch some of you have been in on (thank you thank you thank you for all your feedback) and now we want everyone willing to try out the new things to be included (see below).
In the Beta build you will also find the new controls. We want you to try them out and see if you like them. With our new controls set up (for us behind the scenes) its going to be killer awesome to remap the default controls so if you hate them - no worries!!
Wow! That was a lot. Thank sooooooooo much to everyone for all your help in getting this game to a better state! We absolutely love working together ^_^ <3
-hollie & chris
To access a beta branch: In your game library, right-click Imagine Me, select Properties, and the BETAS tab. You want to select the Betas Branch and type in the code: imaginemegame (super original, right??) Click "Check Code" and away you go!
Pretty Exciting News for Player Physics
why hello!
hope you are all having an awesome weekend!! just wanted to keep you guys informed and up to date. we are fixing the nasty physics for good! i'll spare you the details (message me if you are interested in this stuff and want to know), but it will fix the issues of 1. not moving right away 2. not stopping right away 3. bad collision detection
This is higher priority, to me, than the bosses. I wasn't going to push a build till the end of the month, but you might see one the middle of next week. I'll keep you updated on progress :D
Hollie :)
VOTE!! Controller Bindings and Keyboard Bindings Pole
Hey Everyone!!
I've figured out a way to change the controller bindings for Imagine Me. I need you to tell me which you prefer:
Controller
How they are now: Left Joystick - Move
ABXY - Shoot
Left Bumper - Look Down
Right Bumper - Jump
A - Confirm/Enter
Start - Menu/Pause
New Bindings: Left Joystick - Move
Right Joystick - Shoot
Left Bumper - Look Down
A - Jump
A - Confirm/Enter
Start - Menu/Pause
Keyboard
How they are now: Left/Right Arrows - Move
ASWD - Shoot
Down Arrow - Look Down
Space - Jump
Space - Confirm/Enter
Esc - Menu/Pause
New Bindings: AD - Move
Arrows - Shoot
S - Look Down
Space or W - Jump
Space Enter - Confirm/Enter
Esc - Menu/Pause