+Added 5 new achievements +Added new water enter FX +Added water enter FX when slaming into water +Added water exit FX +Added specific water exit FX when charge jumping out +Made metal rails that Spryward can grind on +Added grind rails to move levels +Added grindable rails to the training room +WIP on Mesmerist's boss animations +Updated the launch intro sequence to include Spryward & Slushy
Spryward Devlog #23
New Issue 4 cutscene is complete and in the live build! Next steps for me are to finish the boss fight that goes with this scene. I'll share you some more progress on that the 10th!
Spryward Devlog #22
+Fixed bug where heal SFX would play on a loop if full health when wearing the anger suit on easy mode +Optmizied Issue 4 Level 1 more for Steam Deck users +Fixed Issue 4 cutscene errors for Steam Deck users +Fixed bug where player would start jump animation too soon if just being bumped into the air momentarily or while walking over bumps/inclines +Finished drawing a walk cycle for Mesmerist +WIP on the area for the Divination Trio boss fight +WIP on Slushy's character controller +Updated credits accurately show issue 4 content +Updated hyperlinks on the credit screen +Fixed bug where Trains could freeze and not respawn on Issue 4 level 1 +Fixed bug where displaying the steam overaly wouldn't pause the game (Couldn't figure this out. Valve's API is awful and incorrect on how to do this. So I will get back to you on this bug once I can get an answer from them.)
Coming soon in Issue 4 the divination trio boss fight and cutscene are the next set of content to drop. Aiming to get the cutscene done by the 3rd. Boss fight AI will take a little longer so assuming I get the animations drawn for each of the trio that should go up on the 10th. After that the next set of issue 4 content deals with the sewer environments. This area does introduce the reptoid society that lives underground. Also for the first time take control of slushy in the sewer level. Slushy can fit into small spaces to help Spryward unlock doors and get to unreachable areas. I've already started to setup the character controller for Slushy. Let me know what type of gameplay you'd like to see with Slushy. His gameplay segments will be less combat oriented and more quick puzzle solving and story beats. Another addition you'll likely see added next week is narrator prompts. Some dialogue in levels is from Spryward's thoughts or saying something out loud. With Mr. Media I want him to have a more pivitol role in the story so some dialogue specifically in issue 4 will change and be replaced by our narrator with new text bubbles to go with that. Thanks for the patience as I continue to hammer away at content for Issue 4. As always if there's anything you'd like to be added to Spryward let me know down below. Have a good weekend everyone!
Spryward Devlog #21
The first level and cutscene of Issue 4 are now playable and in the live build! Thank you all for being patient. Sorry I couldn't get you this update last Friday, but it's here now. Issue 4 is a jumping on point so there will be no requirement to play isssue 1-3 content to acess issue 4 content. If you are just joining Spryward it's a great start to gauge your interest for the series. I think it's my best level design work for the game yet with the new level being a returning area from Vacancy Unlimited. I hope you enjoy it! Please let me know what you think and what you'd like to see added in future issues.
Full Opening Scene to Issue 4 :
Issue 4 Level 1 Full Gameplay :
Spryward Devlog #20
What are Reptoids?
Reptoids are what if their was a surviving species from the war between dinosaurs. An intelligent species of dinasuar, the reptoids have been hiding in plain site. These shapeshifting creatures play a role in the secrets behind the creation of the zombie virus. More will be revealed in Issue 5 : Into the Media-verse! Reptoids have been added to the training room.
Added a new combo attack. Doesn't require x2 score. It's a combo for charge. While Holding X (depending on difficulty) you will regain health. If you release it late you can perform a super juimp. Now you can perform a cape twirl attack instead of a super jump by pressing down right trigger while charging. This works from charging in air with electromagnetism too!
I completed Level 1 for Issue 4! This means I just have to finish the first cutscene and I can release both hopefully with next Friday's update. This means you're getting Issue 4 content sooner than I had expected. Here's some gameplay of the first level. Will still make some changes and add stuff to it before release, but this is pretty close to final version of the level.
Spryward Devlog #19
What I've Been Working On :
+Adjusted invisible colliders +Added new vortex section to the training room
The vortex section is temporary for right now. I know for sure I want a replayable modular room to better train for encounters that happen during gameplay. This mode would be similar to the Macrocosm gamemode from my other game in this series Apastron! Let me know what you would want for a mode like this. If you want only vertical movment, horizontal, vertical, or all the above.
+Added forward fast tracks +Fixed bug where melee could get stuck causing enemies to bug out +Replaced old dodge functionality with a new burner flip ability
Perform a burner flip by pressing down on the joystick.
+Added a new combo attack Flame Roll
Perform a Flame Roll by holding RB and B after performing a dash at x2 score. Slushy punch has moved to holding LB and B buttons to perform at x2 score.
Spent most of my week drawing a lot of Issue 4 content. Primarily working on the Divination Trio and their respective animations. No huge spoilers, but I'm planning a boss battle where you fight the Trio all at once, so it's a lot of animations I'll be making for them, but this works out well, because I'm switching to the new style of cutscenes as seen in the last scene from Issue 3. Working on utilizing more game assets and custom animations for cutscenes instead of drawing the whole thing from scratch.
Spryward Devlog #18
What I've Been Working On :
+Added Fast Tracks a device created by Hogsley the Wizard
Fast Tracks were designed to give cars that were on their last legs or out of fuel a boost to get to where they were initially going. Using a friction discharge Spryward can boost off of these tracks whenever found.
+Added Combo Move Mechanics w/ Score meter
Anytime you are at x2 score or higher while sustaining you unlock extra combat moves that will be listed down below. I'll add more as time goes on. Trying a new way of animation for these attacks, so let me know what you think and if you have any ideas for future combo additions.
+Added always x3 score cheat to the pause menu
+Added Spin Combo Move when x2 score or more and holding LB + RB +Added Discharge Combo Move when x2 score or more and holding B + Y +Added Slushy Punch Combo Move when x2 score or more, has slushy active, and holding B + LB
+Added front Jumping animations +Added front and back idle sprites +Added alternate spin combo animation for when you have slushy +Added new grab animations that now include slushy +Added gained momentum while holding a sprint for over 3 seconds
+Added new Stealth Drone enemy
The stealth drone enemies were created by spoiler and are drones contained in a small box. When in range they activate and expand from the box and are a permenant chase drone. While moving they will seek to be just above the player's head. I hope the light air attacks I added a recently help with making air combat against the drones engaging and not a hassle. Let me know your experience with the air combat.
+Added new Stealth Drone enemy to the training room +Added Fast Tracks to early levels of the game where appropriate +Added 200 more points to maintain a x3 score meter value (this should make sustaining easier)
Spryward Devlog #17
What I've Been Working On :
Updated credits audio page to make each credit more legible Updated issue select navigation to be more clear Added listing for keyboard controls on main menu for those needing it for Steam input Added Left and Right movement for cutscene panels so you can go back and forth (sorry this wasn't in the game sooner lmao) Added 5 new aerial attacks for each suit New Ravager Axe Enemy Updated the training room to have a new storage room Updated the training room with more monitors to read Prof. Cyprus dialogue clearer Added new enemy to the training room Added level skip cheat by holding both 8 & 9 on the keyboard Added inf scrap cheat to the pause menu Added new running animations for running just forward or back Added new aerial animations
WIP on the design for the Neo Government of Washington's council chamber. Also designed each of the unidentified council members. They will play a larger role in Issue 4 as the societal structure in Spryward is more developed. Part of that is creating the Divination Trio! 3 new superheroes that will be introduced by Neo Gov Council Wei Cai in Issue 4.
New Hero Sterling : New Hero Pillager : New Hero Mesmerist :
Note from Dev :
Thank you all for the kind words recently! I've been porting some levels from Vacancy Unlimited to Spryward. Spryward is a direct sequel to VU. You don't need to know everything that happened in VU to play Spryward, but I'm going to be showing more places from VU and how they've changed. I'll be trying my best to keep these locations accurate but still new and fresh to give you a bigger picture of Credell.
Spryward Issue #3 Launches on Steam (Spryward Devlog #16)
All Issue 3 content is now live! I'll release a hotfix soon. Let me know if you have any issues you want me to address in that.
+Broxa Boss Fight +2 Issue 3 Cutscenes +Connections to the new content added in main menu +Connections to the new content added in previous content
Thank you everyone for a great year! Excited for next year and all the fun stuff planned for the Apastron universe! Happy new year and holidays to everyone. Enjoy the new content.
Spryward Devlog #15
New Issue 3 cutscene now live! Issue 3 Level 2 now leads to a new cutscene. Improved art and dialogue for Issue 1 cutscenes. Added a new healthbar when the Anger Suit is active.