Super Cute Alien cover
Super Cute Alien screenshot
Genre: Fighting, Platform, Adventure, Indie

Super Cute Alien

Patch notes EA 1.0.3 (aka: The Magnetic x VanWol update)


  • Master and SFX sounds can now be changed properly in Options.
  • Increased timer for Intro level.
  • Fixed UI issues on pause menu.
  • Improved takedowns.
  • Tweaked UI to make more elements more readable/easy to understand.
  • Fixed weapon firing while pressing dialog skip button.
  • Fixed cut scene issues.
  • Fixed small exploit where players could kill repelling enemies before they touch the ground.
  • Fixed double jump issues on first levels.
  • Reworked Bow Area so players can notice the weapon better.
  • Fixed stealth kills animation/behaviour issues. Enemies will now detect players instantly, on later levels, when they come too close.
  • Fixed issues when reloading.
  • Increased range for melee weapons.
  • Small tutorial for hacked robot.
  • Adjusted level bounds.
  • Small level tweaks.
  • Made easier to loot wood components.
  • Main character will clean its blood a bit when picks health. No longer "if you just want to get clean, just die".


Thanks to The Magnetic Cat and shout out to @VanWol for such comprehensive list of bugs. While not particulary game-breaking, is important to keep players frustration to a minimun. This is an ongoing work to have a very polished product that we, as developers, could be proud of.

Also thanks everyone for the continued support. Remember to let us know any bugs you may encounter!

We will continue towards Localization, for multiple language support and Keyboard/gamepad rebinds.

Patch notes EA 1.0.2


  • Fixed agressive duck volume of SFX sounds, thanks @thicciceberg.
  • Fixed instances where player might get stuck.
  • Fixed instances where player might get ejected up in the air.
  • Multiple level design improvements.
  • Updated some tutorials for more clarity.


Thanks to everyone who played on release day! With your help, we will continue improving the game as much as we can.

Multiple languages support is now taking priority, we should have updates on this in a couple of weeks.

PROTOCOL 11: Episode 1 is releasing on February 23



After a few years of work, we are proud to announce the final release day for the first episode of PROTOCOL 11.

It's been very hard and took us a few tries, but this is it.

I am incredibly happy this game is shaping up to be even better than I pictured it in my mind and couldn't be possible without the help of everyone who supported us along the years.

This is the beggining of something bigger than us and with your help we will continue improving every aspect of it.

Episode 2 comes next. Tell us what you think and what you wish to see in the future.
Hope we have a game you enjoy playing and, as developers, a great title to be proud of!

See you everyone on the 23th. Have a great and productive day.

It's official: We give you... PROTOCOL 11!

It's been almost a year without updates. Is super hard to squeeze a year of content into a small devlog, but we will try!



First of all, name change. As we grew as developers, we understood that world building is important. SUPER Cute Alien always referenced the main character. While most of the game centers around a character (aka "Fito" but changed to "Phil"), we changed things a bit to have multiple protagonists.


(Phil, in the flesh)

The whole game is about 3 chapters, in different places of the universe, so we thought that a more fitting name would be better for the overall sci-fi experience.



Game still retains its cute/simple style with gore elements. That won't change. And yes: could be turned off.

The Unity port is 100% complete, meaning we retain the same features from the old engine. So, we did that and also added new features.

So, for the rest of the changes... here we go:

GAMEPLAY CHANGES



  • There’s now a resource system, to loot and craft components. This will help exploration and be helpful when we want the player to slow down a little.
  • Players can now rescue prisoners. They can be useful to help you get across the world or to find out information on what’s happening.
  • Stealth is now properly integrated in the world. You can do takedowns and hide in bushes.
  • We now feature a campfire. In these, players can take a break to do some crafting, customize characters, save the game and more.
  • Characters can now swim :)


MOVEMENT CHANGES



  • Characters can now slide from angled surfaces, use ziplines and grab onto moving platforms.
  • Variable jump height. The more you press your jump key, the higher the jump.
  • Characters can now automatically jump over small obstacles. This prevents the player from doing micro jumps.


COMBAT CHANGES





  • Added 5 variations for common enemies. They can now deploy tools, do rappelling, call for backup, and throw grenades.
  • More enemies were added, such as flying robots, crawling spiders, and attacking ships.
  • Reworked damage systems.


  • Added dynamic gore system and blood decals.
  • Reworked all weapons and added new ones.


GFX CHANGES



  • Inspired by Rayman Origins, Half-Life 2 and studio Ghibli, we tweaked our general world art to have simple forms, retaining its readability.

  • We upgraded all our characters to use a new skeleton. This also brings better animations, for more readability.
  • The main camera is now a 3D camera which uses perspective. This makes our layers, essentially, 3D. This brings much more depth into our worlds.
  • We use an improved lighting system, for lights and shadows. Also let us feature emissive textures, which is great.


HUD CHANGES




  • We improved the health display and introduced an armor system.


  • The weapon wheel got a big rework. Slots can be enabled/disabled, arrows can be crafted and there’s an ammo counter for each weapon. When you pick a weapon, it goes to its corresponding slot. Works flawlessly for gamepads too.


THE LITTLE THINGS...



  • Less is more. We reworked bits of the story and its dialogs to help make the message come across, in a much better way.
  • We want to have a tactical approach, when it comes to combat. Due to the nature of 2D, it is a bit hard to have a general big view of an area, to plan your attack. This is why you can now send your ally robot to scout ahead! This effectively solves a problem of how to approach a combat situation, where to go, if using stealth or not, which enemies prioritize, etc.

  • To aid exploration, players can now pick collectibles on areas that go off route a bit.
  • We want to marry gameplay and story as much as we can. This is why you can now rename your robot ally in the campfire, and since Phil is an artist, now you can draw sketches too.



WHAT's NEXT?


The demo for Steam Next! This hopefully gets done by October 2022. Would contain most of the content we’ve been working on, except for coop and versus multiplayer.

Remember you can follow us on Twitter, for faster updates.

Oh, and here's the change log, in a super fast scrolling gif format!



Hope you like the progress so far! See you in October!


Unity Port Progress

Without further ado, here's what we've been doing over the last 6 months!



If you missed previous post, where we adopted Unity forward, here it is.

We are super close to complete the port. The fun begin afterwards, where we would add all new fancy Unity features. The sky is the limit!

Full change log here:

c8aa111 fixed sky camera issues - added pickable coin - minor fixes
0502fd4 animation improvements - pushables are now working properly
ee919b8 some minor fixes
84ecb96 added proper ragdoll for new skeleton!
2441b44 animation improvements
ed1c4ce double jumping and more animation polishing
6cd8f96 minor wall jump animation tweaks
83442ab fixed wall slide
6309eea now spread is read from properties - fixed trail renderers - ship entity now changes level
f9dc030 created ship entity that triggers all animations and custom stuff
81a4754 added punch - improved all "fire" animations - added more spine properties and entities - fixed socket key activation
f68196d added smg, with all effects - fixed interpenetration of smarty - some other animation fixes
93ddca1 created pushable prefab (to stand above), fixed Z order on robot, cosmetic improvements
e60c4ef lights on prefabs causes issues on windows 10, fixed -- also fixed light control not finding lights properly
21a9b12 added parkour, fixed animation issues for real
78acb17 proper hud selection, some unfinished animation tweaks
6878afa player can now drop from one way platforms - fixes on NPC villagers animations
2bac49d dialog options 99% finished, yaysies!
1a0cce9 finished dialog options
18e8f1c menu fixes
0d68621 working menu!
9d0040a added most levels, fadeout triggers next level number
d5f4f86 changes, etc
73cea40 fixed order issues, pushables improvements
204ecd3 robot is now properly hacked on/off
153fc06 robot can be controller and now triggers buttons added volumetric line
9cd3da3 added radio to hack doors fixes on torso animations added spread test fixed one way platforms
6041640 fixed dissapearing pushables
e5238ba performance tweaks, so it achieves smooth 75 fps !
d3a7b8e added more weapons (melee, blaster, etc) added console pro
634dbf7 radial menu that opens with right mouse button!
65b172f ragdoll for smarties done-ish!
c42baa6 some improvements on ragdoll!
fdb94df added smarties bipeds can be killed and will play animations and such improved anim system added utils.getplayer alive condition for biped added health bar for bipeds
7f1d48f added all singleplayer levels, and one versus
cfcd9d6 updated corgi fixed npc colors
1fb774f fixed performance issues with corgie (disabled/enabled components automatically on npc.cs) added optimizers, but not used hopefully fixed "flipped" property
4e8800f minor changes to achieve very smooth 75 fps - before corgi 6.6 update
74f0d36 new terrain material added level selection (wip) added voices fixed aiming issues added custom folder for dialogs
aa93441 character switch now uses procamera fixed issues with bipeds walking
e9102cd entites with "follow" now follow the player if triggered by "follow" entity added first tests on new terrain removed full screen editor because caused crashes
9647286 added fullscreen editor
c599848 added pro camera, fixed wall jump issues
ef64b2d second take on music, added fade out, fade in
961aab8 added reproduction of music! first take
162ac47 multimanger can now fire same entities multiple times, trigger camera can now restore a camera back to a player
0f5942b added trigger_camera to follow entities (such as balloon)
74cd6e1 change level, fades, other fixes!
e4c3661 triggers can now trigger with specific game objects, even pushables
be6a5d3 dialogs can now fire multimanagers properly
8d03d30 added interactables for trigger_use and dialog_random, transparent on enter, dialog_random now works!
248f6f4 button for toggle in-game gizmos!
7ef1411 dialog_random and improvements on trigger_use - post processing tests - changed xhair
4758c01 gun none and character switch for fito and fita
acf3f61 finished trigger_use, added priority animations for fito and fita
5d56af1 trigger_use, 90% done! and fixed 'invisible' doors opening by default
ec66baa now villager (alien monster generic) does spawn with random body options, added Utils class, some other minor fixes
6b6cf93 added fly camera, fixed issue when facing directions
1c42832 now all generic entites use the same prefab
e6537f3 second round of performance improvements: aprox 130 FPS
ccc2487 Now it works on Windows 10, fixed some collision performance issues about Corgi, by adding new entity type
58e11c9 Game now compiles, yay!
73154cf all spine entities from level 2, some minor performance improvements
0a985c0 new levels, first take on generic AI !
d60328a flipped status, material lighting tests and light beams for "portal_blocker" !
7f5875c No clip mode, added light material test for door, tweaked skybox
f49d89b Fixed corruption of files, take two -- added more spine entities
24b0d9c FIxed corruption of files, renamed Gameplay to StateGamePlay
911642a Rain! Map entity setup is now done at spawn, hour can be set -- Changes on particle lighting, bullets, shells, etc
23ad829 Day night can be now triggered from triggers!
66528a9 Day night system is now using 0-24 hour format
a7f1140 Fixed skybox parallax
ec9f547 Dynamic day/night system!
805752a Tweaked lighting a bit, before testing Lost Crypt project
2781ea5 Lights are now parsed correctly, with RGB color!
e4b83a5 Updated project to use URP, added Ferr2D
e645d7d Added ZippyLights2D, before URP
3d4e28b Added ladders! Improved bullets/weapons. Added Sci-Fi Arsenal
33fa14f Added proper aiming!!
13c14cf Fixed one way platforms!
3be3769 Added 2DFX and Dispensers!
38acabc Generic AI for larv finished -- broke squashing and stretching, fix later
29b6ffe Added more spine entities. Added larv as monster generic, first round
b8c5487 Added some spine entities, now TiledObjects are updated less, and editor performance is better.
574056b Robot faces right/left
523ff85 Robot AI!
1238260 Buttons! Map setup, added Scene Manager - Other minor fixes.
c7bf71b Door horizontal done, some tests and fixes on one way platform entities
b22605f Added vertical doors with animations, fixed issues with buttons!
4c14b68 Horizontal platforms + activation + grabbable objects + fixes
44eaefc Horizontal moving platforms, baby!
ca691d1 Progress on entitites
583d183 Dialog baby!
5d07a35 Pathfinding complete-ish, weapons can now be selected, ragdoll works-ish
bfea655 Pathfinding round 3, now shoots and faces target!
e368d1f Pathfinding, take 2
09ebcc1 Pathfinding, first round, basic functionality
bee8c38 Some proper wall climb? Character 90% complete
f48eb92 Added fito skeleton, first implementation of player, test for spawming loot and playing sounds on ambient_sound
a604c4e added TiledObject tag when a TiledObject2D is added, and MainScript with Globals and TimerManager on level load

Adopting Unity Technologies


Hey there! Since we re received a big influx of people over the past weeks, we decided to do a quick update about something we've been doing under the shadows. So, let's get it out of the way:

🎉 We decided to adopt Unity Technologies! 🎉





This is an incredible important change for our project, in regards of features, performance, visual effects and workflow!

We are currently doing a direct port. That means, in this step we are only focusing on making a 1:1 representation of what we had under our previous engine.




After that step is done, we plan of using 100% of what Unity allows us to do. Here's a tiny list of what we have planned:
  • Better terrain. This means that tiles will be gone. Being able to do terrains in any shape will make levels much more interesting and nicer to look at!



  • Post processing. We wanted to achieve a special, distinctive look from quite a while. One step in cartoon like visuals, another step in reality. Now our visuals will be able to achieve quality in the likes from Rayman Origins, Ori and the Blind Forest!
  • Small video tutorials. I love these games where they use a small video box that shows you what to do, in a quick, effective way. This will be in.
  • Better water/blood. Since the fundation of the project, we played around liquids. They used 'metaballs' and some rendering tech that let us spawn realistic blood squirts. These rendering techniques weren't available for us but now we are able to make them again!
  • Better lighting. We had a very simple light system, but we want to extend this to serve a gameplay purpose:






  • Ultra-wide support + HDR!
  • More than 4 gamepads for an amazing local play!
  • Multiplayer online!
  • Something about exploration? Due to our linear nature of our levels, we can't get much exploration in. But we are planning to improve that, so you can do quests around the map, or just exploring and finding a very special item!

As for gameplay features, everything will stay intact. However, we are planning to use multiple weapons at once, on story mode, and implement an AI feature that reacts to that. More info on this later.

Speaking of AI, we already worked on most of it:




[Smarty AI in action]




[Generic AI in action]

One of the things we are most proud about, is the "what you see is what you get" workflow. That makes things incredibly fast. Plus, we run scripts inside the editor itself, so we don't need to compile each time we do a little change. The editor itself is our game! We also took advantage of these called Gizmos, so we can quickly see what triggers what, in a quick glance:



Good thing is that most of the features are already implemented on this Unity port, but still there's a bunch to do, specially on the multiplayer side of things, but since we improved our workflow a lot (we are implementing 2 or 3 features each day!) we believe this will be done super fast.

Speaking of progress and what to do, here's a nice picture to let you see where we at:

ROADMAP





Well, that's it for now. Hope you are as excited as we are, and thanks for your continued support over the years!

Steam Festival - Chat with devs

Come and have a chat! We will be answering your questions and we have two options for you:

· Steam group: https://s.team/chat/fXvSQgGS

· Discord: https://discordapp.com/invite/fTTM4jz


Meet the team and ask us anything you want to know about the current and future state of SUPER Cute Alien!