There were two bugs in the grading system: the first was preventing proper calculation in the Desert stages - you take regular damage from the heat, and that was counting towards Hits Taken and lowering the grade. The second was causing a newer, but lower, grade for a stage to overwrite a previous high score grade.
Both of these have been fixed.
Update on Release Schedule...
I don't really grasp the inner machinations of Steamworks -- it's impressively opaque in a lot of ways, actually -- so it turns out that as soon as my build was approved (today), I was able to release the game when I'd intended all along (again, today).
In other words, REPTOMOM is now in the wild.
I'm hoping everyone can get the most recent build, because neither of my administrator accounts seem able to yet.
I have been wrangling with this all day, not to mention the years leading up to this day, so I figured it was just about time to get something out there.
Please don't judge too harshly, and enjoy.
K
Playable Build going live, some Achievements active, and more
Hey sportsfans,
I've submitted a build to Valve. Thing is, I don't think it was the most recent one, which I wanted them to have - so I'm hoping that updating and making live a new build will ensure they get the version of the game that I intended.
Anyway, as soon as Valve approves the build, it's going live. That might be as soon as March 4 - a little late, maybe, but better than never!
In what has been another long and withering process, I have also confirmed that at least two of my programmed Achievements are working!
Keeping in mind that this is an Early Access title, I'm giving a 15% discount for early adopters! There are going to be things missing, such as a proper ending and perhaps some 3 or more levels, but I'm going to keep plugging away at it and hopefully it all won't be long coming.
Development Continues
Hi all,
I may have been "Repto-mum" on the subject for a while, but rest assured, there has been slow but steady progress on the game. The Flame Breath item is now nearly 100% working, and (mostly) killing the enemies it's supposed to. This adds some survivability to encounters with MiniTanks, among other things.
So much of the time is spent on debugging, though, that sometimes it feels like I'm going in circles.
For an analogy of the debugging process, I like to think of an uneven carpet with ridges in it: you pat one down, and sure enough, another of equal size forms in a different place. Usually in the dark. Oh, and most of the time, you're blind.
Anyway, the upshot of this is that there is now at least one respectable stage of every type, except the City type (nothing against cities -- I just can't move this thing).
A full build -- "mostly complete", in Steam's words -- will likely go up soon. Stay tuned.
Enemy Profile - Acneopteryx
Hey REPTOfans,
I've been hard at work implementing enemy behaviour for ... well, longer than I care to admit, but a good portion of the total development time is spent on these guys.
Here, for example, is Acneopteryx.
This little dude is making that awkward transition from bumpy-faced reptile to beautiful feathery bird (but is obviously still closer to the former). He's trying to fit in, which means that when he sees you, he makes a valiant but mostly-futile dive-bombing attempt in your general direction.
So this is one of the first enemies you'll see, which is interesting, because it's one of the last I had left to develop. :)
Note about demo version
*PLEASE NOTE!* For keyboard controls and other notes, please open the Quick Reference (link in right sidebar)!
There are many known bugs in this demo version. It's still under heavy development and will be updated as time goes on!! There are no game-breaking bugs, so I hope you can still enjoy it in its current state.
If you downloaded a build before the time of this posting, please update it, as I've made some changes. (The spikes in the Cave level, for example, weren't doing damage, so I've fixed that.)