Hello everyone! I've been working on a score system for Spryward. This week I'm adding it into the live build. Please test it out and let me know what you think.
Explanation : Attacking Bosses, destroying enemies, completing rescues, or collecting comics / scrap / health will increase your score. Once a threshold is reached your score gets a multiplier increase up to x3. Your bar will decrease faster on x2 or x3 and your chance to score more points will need to be chained to maintain.
Added a high score screen to the main menu. The Metroborg now drops scrap when you attack him.
Level Reworks : The following levels have been slightly changed or adjusted for better pathing, aesthetic, and rewards. Issue1Level1 Issue1Level3 Issue2Level1
Here's the cover for Issue 5 :
Spryward Devlog #13
Added 3 new sets of Aerial attacks for both Anger and Classic suits
Added air light attacks if you are close enough to an enemy
Added 2 air light attack animation sets
Differentiated running input and walking input with seperate animations
Added running cycles to both Anger and Classic suits
Added new music to Issue 3 Level 2
Spryward Devlog #12
Issue 3 Level 2 is now in the live build!
Revist madison to play through the Adam's Corp HQ takeover.
Added new friendly npc events in levels.
Added new achievement for new level.
Added comic collectables to new level.
Added connection from last cutscene to new level.
Spryward Devlog #11
What I've Been Working On :
+New fooliage sprites +2 new aerial attacks +Updated jump animation +Added more jump animation frames +Adjusted the time before Spryward begins nose dive while falling +WIP on the next level of Issue 3 +Fixed bug where Slushy level complete animation wouldn't play +Updated the Slushy level complete animation +Fixed bug where water could be triggered by a melee hitbox
Note from dev :
Made good progress this week continuing to build out the interior of the Adam's Corp building. Should be set next week to add 2 more scenes for Issue 3. A new level inside the Adam's Corp and a follow up cutscene. I'll still be adjusting the in air animations, so let me know if you like these changes. I have some plans on adding more in between animations to transistion better from different character actions.
Spryward Devlog #10
What I've Been Working On :
New Trailer :
Issue 3 content is now available to test in game! +Added Spryward vs Spryward boss fight +Added Spryward vs Spryward post fight cutscene +Added breach at pinehurst the level 1 of issue 3 +Added revival station rescue events into the main game +Added the Broxa prophecy cutscene +Added more to the main menu intro +Added Issue 3 scene select screen to the main menu +Added new animations to slinging w/ Slushy +Slings now have a spawn animation before slushy is stretched +Quick slings animation is replaced with a giant right hand made by slushy +Added Issue 3 related achievements
Spryward Devlog #9
What I've Been Working On :
+ WIP on Spryward vs Spryward Boss Battle and post battle cutscene + Fixed bug where player couldnt wall climb from a standing position + Fixed animation bug where holding jump and falling would not register a wall slide + Added new animations for Clayton
Spryward Devlog #8
What I've Been Working On :
+Updated advanced camera system to be reactive +Camera system now interpolates between camera states +New camera state for gliding +New camera state for aerials +New camera state for falling +new camera state for jumping +Holding light attack over time will now act as a slow zoom in
+Added combat animations for when slushy is active +Continued to update anger suit with new animations +New Spryward Combat Animations
Spryward Devlog #7
What I've Been Working On :
+Updated main menu with new looping intro
+New Combat Animations
+Updated Credits page on main menu to now have sections +Updated Credits page on main menu to now include hyper links
Note from Dev :
Thank you all for being patient while my living situation was a mess. Finally moved in to my new apartment and have internet. The main menu will still continue to see improvments and I will lengthen the intro sequence overtime. Updating the credits was very important to me, because there is a lot of great talent collaborating with me to make Spryward the best it can be. Please go check out there works and contributions to the game by following the new hyperlinks on the main menu.
Spryward Devlog #6
Steam Deck Footage : New Quick Sling Animation Fixed some air animation bugs Fixed some animation botches on the Anger Suit Fixed some bugs in regards to releasing and starting a wall slide Stopped a weird bug where you could wall slide left on nothing if you were positioned just right about against an adjacent wall Added more frames to update Sling Animation over duration of swing Added mantle feature while wall climbing if you press b The training room is larger now Added zombie soldier enemy to the training room Partially Fixed bug where Metroborg could jump out of bounds and get stuck Pole Flip Animation is now faster and releases quicker for more room for extra actions Created auto adjusting panel resizer for cutscenes when using a Steam Deck All combat SFX have been reworked on Spryward's side Every enemy has new consistent hit impact fx w/ consistent defeat impact fx Every enemy has similar and consistent defeated impact SFX Light attacks are a bit longer now Fixed bug where wall running sfx loop wouldn't stop once started
Note from Dev :
Steam Deck is here! I already have a checklist of stuff to take care of to improve the experience. I'll be working on a new Steam input layout for Spryward to function better on the Steam Deck. There's also some odd flickering with decals like doors or foliage. I've got a lot to investigate, but I'm satisfied with my first impressions playing on the Steam Deck.
Spryward Devlog #5
What I've Been Working On :
I've been working on the Adams Corp HQ Interior. I've been making tons of new civilian and interior wall/floor sprites.
New Enemy Zombified Adams Soldier :
Finished the design for Neha's sister Rachel :
Designs for the 2nd Adams Corp blood processing team that works with Spryward :
Made some camera adjustments so that it adjusts / functions better in smaller interior spaces. Added a dodge function to combat that is bound to pressing the left stick down. Swing speed is slower, but gets faster while holding down left bumper. Broxa Boss Animations WIP :
Note from Dev :
My girlfriend finally got her order for a Steam Deck. We should be getting it in the next couple of weeks. I'll try to film some gameplay of Spryward on it, as well as work on some specific Steam deck optimizations once it's here. Next week's devlog will have some updates to the training room, so I can test some more issue 3 content with you all.