Magical Mortimer is live, and this version sees changes to the goals system and fixes to Skeet's death events... and those are both things discovered during testing that I decided to shoehorn into the release... maybe not the best development practice, but both of these issues seemed too critical to delay. In addition, I realized that some levels included in previous builds never got a proper developer testing before release (probably time related, but such is the life of a solo-dev). Anyway, changes have been made, and these levels should play better now.
That said, I will be continuing to tweak/improve levels leading up to release, so no grid should be considered *done* at this stage.
Without further ado, here is the complete list of changes:
AI Core functionality partially added. This will be fleshed out in subsequent builds.
0.4.0 phase levels have been added and should be fully playable! That said, the story content is largely absent. (Note that the 0.4.0 song will be added to the OST package in-due-course.)
Eliminated nullpointer exception that was locking up the game during some Skeet death scenarios.
Goal system refactor! Testing shows this to be quite stable, but I am concerned that I might have missed a level when migrating to the updated system, so I will continue testing.
Core indicator
should* now properly clear when starting a new game (thus, purging the savefile). It occurs to me now that I never properly tested this before release.
0.2.0-early_access Released
Overhauling the enemy spawn system. This existing system is only partially on display in the existing Early Access build so real changes will be visible. More info: https://strangeshuttle.itch.io/skeeters-grid/devlog/416151/rethinking-spawn-points
Adding Skeet's collected cores to the main display including cues as to which core is in use at any given time.
Phase 0.4.0 work (though not yet playable)
Phase 0.3.0 refinements
Story edits throughout
Minor bug fixes as encountered
Skeeter's Grid enters Early Access
Today I'm releasing my isometric puzzler, Skeeter's Grid, as an Early Access project.
So the game isn't done... but it's getting there.
I'm starting to post development updates in the community forum:
This game is a personal project--inspired by the sorts of games I enjoyed as a kid on the Commodore 64. I've enjoyed building it and am looking forward to finishing it up during the next five months.
Early Access Update -- Codename: Decadent Thunder
Release Update:
Skeeter's Grid will be release into Early Access on 8/15/22. This update relates to that version.
Personal Note:
I started work on Skeeter's Grid in January 2021 as a pandemic past-time (after having spent the previous year or so learning game engines, Blender, music production, etc, mostly to teach my kid), and it has since my part-time, late-night avocation, because why not? This sometimes drives my wife nuts though she's been generally (and usually extremely) supportive. So, it's been fun, but it's time for me to round the bend and finish the game, and if all goes to plan, this game will be done within 5 months. I've built everything from scratch (except the particle and save systems), and continue to do so, which makes 5mo feel a little daunting sometimes, but the deadline is important to keep me from fiddling with features.
Changelog: Skeeter's Grid v. 0.1.0_early-access includes all un-versioned work completed up until now.
Notable updates included in this build:
Skeeter's Grid includes seamless level loading, but there were times when it was possible to step into the elevator before the next level was loaded causing Skeet to... just sit there. I've added a condition to detect Skeet just
sitting there* and kick off the elevator once the level is loaded.
I've tweaked a few of the tutorial levels to make them
slightly* harder.
Even though I can't imagine anyone getting far enough for this to matter, but I did add a few new character sprites as well as added a default sprite for any I haven't created yet. Previously the default sprite was Skeet, which made it look like Skeet had lots of siblings. These sprites are part of the core-collectable system.
Curson hides when game starts, because this is included in Valve's best practices.
Plans for next build:
Stability fixes (as needed)
Next phase level work
Possibly some music work if the sprit leads
TYFP
Streaming Skeeter's Grid
A Skeeter's Grid play-through plus developer discussion of both demo and unreleased content.
Skeeter's Grid Livestream
A Skeeter's Grid play-through plus developer discussion of both demo and unreleased content. I will discuss in-development content, backend tech, and workflows as a full-stack solo developer. I'd also like to get community input into possible features I've been mulling over.