In this post I will announce future updates of the game, and it's future support after the full release of the game. Let's get started.
Beta 1.8.X
As I said previously, Beta 1.8.X will have most patches, just because the update initially wasn't something I had hoped for. Nontheless we got great features such as leaderboards, zero gravity, big levels in level editor, and a bunch of quality of life improvements.
However it doesn't end here, because patches will continue:
Second thoughts about the calendar: It was probably a mistake.. it is not a bad feature but it does really slow down the actual progress of the game, plus nobody is really making levels for workshop. The calendar is supposed to be a gamemode where I add user levels to the actual game, but it seems like it is not helping to increase the player count... which I deeply hoped.
The calendar will be still worked on, but sometime later in beta 1.9, and I'll hope for more user levels.
I am planning to add a new challenge related to zero gravity, not sure what difficulty but it will probably be difficulty 2-4. And judging by the name, yes, it will include zero gravity and it's fun mechanics! However I need to fix some bugs regarding the item, because 60 herz players are experiencing major differences between 60hz and 144hz.
Speaking of challenges, I am planning adding a new medal: hardmode medal, where you need to beat challenges in their "hardmode form". Not only that you have limited lives, but levels are way harder than normal. You have a time limit (Just like in Yeah GL difficulty) and if you win you get a black medal and border. This is going to be the final medal for challenges.
Alt paths will be added in main game, and you can find those hidden behind fake walls in the game. Going through them will let you play harder versions of levels, but as a reward you get to beat the game faster, and maybe there will be other rewards.
Wheel overhaul, I plan adding different wheels with different rewards, and removing the "No rewards" slot. I may overhaul code or use the existing one, who knows...
I plan adding a pacifist route, where in it you have a second way of not killing bosses and therefore revealing a second ending. Not sure how thats gonna be performed but I have few ideas for the final boss where if you dont kill anyone troops will help you defeat the King instead of using the gun.
Beta 1.9.X
This update is mostly planned to be a polish update, fixing major bugs, perhaps overhauling things like the main menu, adding controller support and etc.
Custom Splash Texts, Hats, Skins and Items, sharable custom endless run modes are planned to be added
Planning to add the ability for people to upload user made challenges, so you can finally upload more levels at once! You may have to beat the entire challenge to publish it, but we shall see
Controller support would be nice. Few people asked for it so why not? It will just take a while because me as a dev does not use a controller and I am not a console guy, so when i do eventually add it, I would like feedback from people.
Release and long term support
When the game gets released, I might stream few TCC streams on twitch, steam or other platforms as celebration. On launch, the game will leave its early access/beta stage and thus the price of the game will INCREASE from 2 euros to 3 (or from 3-4$).
The final thing that will happen after game's release is long term support. And there are 3 different scenarios of how I will go about this.
If the game is doing well:
Then I'll work on the game often with quality updates, such as new features, items, skins, stuff like that.
If the game is doing average:
Then there will still be updates, but they will come out much much less frequently
And if the game is doing poorly:
Then there will still be no updates, with the exception of bugfixes. Unfortunately, I can't keep developing the game forever if there is no audience for the game.
Mobile Port
Rest assured! Mobile port is coming! Specifically Android port because iOS is way harder to port the game and financially its more harsh than steam (100$ a year for App Store on iOS). However there are still a few glitches here and there, mostly crashing, but the general progress is just almost fully working controls and somewhat decent menu navigation.
There will be a special trailer for the mobile version of the game and I am excited to see people finally get hands on it.
Quick Q&A on mobile port:
Q: How much will the game cost? A: Free
Q: Is there any downsides to the mobile port compared to steam version A: In actuality, mobile port and steam versions are exactly the same... with some exceptions.
Q: Are there going to be ads in the game A: Yes there will be ads, but I'll try my best to make the game as least annoying with ads as possible, while... well, still keeping ads.
Q: Does my progress from steam carry over to Android A: No
Q: Will the game have cloud support A: Likely, but not certain, however as I said, there won't be cross platform compatibility
Q: Does the game have steam features, like workshop support, achievements and leaderboards A: Google has it's own achievement and leaderboard system, unfortunately, workshop support wont be there.
Q: Can't you just make your own server where people post levels? A: No, because I am very stupid
That's it for now... Thanks to everyone who supports the game, I appreciate it very much! Hopefully the game's legacy will continue forward!
TCC Beta 1.8.6.3 (Patch 1)
Fixed and updated steamworks api (Mostly with achievements and leaderboards)
Fixed medal being off when you beat a challenge or custom level
Added "Reload leaderboards" when you beat a challenge
Added 15 new levels (week 8 and 9) in endless run, most are medium and easy difficulty
Updated game engine to the latest version, which should fix some windows 7 problems
Added motivational speech when you load the newest calendar levels
You have to hold CTRL in order to see the player count in game
TCC Beta 1.8.5.2 Update
Fixed burning reddie skin Added week 9 levels for calendar Added new song "Ahoy" in the game (and soundtrack) Fixed steamworks API (but not entirely)
TCC Beta 1.8.6 Update
Before we start, I have to tell you a story about a person that totally exists in this world, Mark, and the issues he was facing.
You can now update your levels in level editor! Finally! (updating old levels is possible, but require a bit of work).
In order to update your level, you must do the following:
<*> Already published a level <*> Verify the level again
When you have 2 or more updates you can switch back and fourth between level updates on steam, useful if you accidently updated a level or something
Tags will automatically update when you update your level, so if you add or remove something, tags will be relevant!
Changed narrator text
For older published levels, how to update them:
Go to local files of the game (%appdata%), find The_Colorful_Creature, and then find your level
Inside your level folder, edit OtherLevelEditor.sav file (in notepad or whatever)
In the file, below [Other LE], put the following things:
<*>Workshop Level Version="0" <*>Publish ID="0"
Workshop level version isn't too important, but include it there, however what is important is the "Publish ID" variable. Replace the 0 of Publish ID with the number of your level.
To find out the publish id, go to your level in steam workshop (not in game, on steam), and copy the link, in the link you have the long 10 digit number which is the Publish ID. And done!
Bugfixes:
Custom Levels menu should no longer check every 20 frames if there's a new level, it will only check once.
Fixed calendar issues.
Other:
I am currently making a document about the future of TCC, some exciting announcements and long term support for the game, stay tuned!
TCC Beta 1.8.5.2 (Patch 1)
- Fixed week 8 levels - Calendar levels in endless run are more frequent
TCC Beta 1.8.5.2 Update
- Added week 8 levels in calendar and endless run - Hats will cost 33% more (75C -> 100C) if you started playing from level select menu - Hats in hardmode will have a deeper discount, the discounts are: Normal HM Difficulty - 5% discount (75C -> 71C) Difficult HM Difficulty - 10% discount (75C -> 68C) Insane HM Difficulty - 15% discount (75C -> 64C) Ridiculous HM Difficulty - 20% discount (75C -> 60C) Impossible HM Difficulty - 25% discount (75C -> 56C) Yeah GL HM Difficulty - 35% discount (75C -> 49C) Eternal Suffering HM Difficulty - 45% discount (75C -> 41C) - Other fixes
Update on android port:
I am working on an android port of the game and it is confirmed! However the port is very unfinished and there are very few people with access to it, but if you want access join this server and dm me.
- Fixed crash in hat merchant on android - Fixed crash when you touch red, yellow, green, blue and white spirals on android - Android buttons hide in main menu now (but still might not work properly)
TCC Beta 1.8.5.1 Update
Added Zero Gravity Limiter
Added Functionality with Gravity Limiters with Zero Gravity
3 brand new background blocks for your levels! Normal, Vertical and Horizontal spikes! (they aren't what you think)
Added warnings if you tried to skip wheel cooldown
Added 20 levels from the calendar to endless run
Increased chance to get a calendar level
Added a system in the game where every time The Colorful Creature got an update, the people who own the game will tell Infiland to stop updating TCC daily.
Few bugfixes
Version Beta 1.8.5 Update
Features:
Added zero gravity item, which can do the following:
Lets the player fly
The player can rotate entire 360 degrees by turning left and right.
The player accelerates by holding the jump button
The player breaks by holding the interact button
Colors work with zero gravity and colored blocks and limiter blocks can affect the player
Speed works with zero gravity, allowing player's max speed to be increased or decreased.
Other gravity items will exit reddie's zero gravity flying mode to normal mode
Player's hitbox is different while in zero gravity.
The gun works differently, instead of shooting left and right, the gun takes the angle direction of the player and bullets go where the player is facing. (You can make interesting puzzles with boxes)
Other things are on the way such as zero gravity limiter block.
Overhauled skin, hat and item system for the player, so it can support zero gravity rotating, note that not all skins work properly, they will be fixed in future patches.
Added an anti-cheat. Not going to go in depth how it works, but basically if the game sees something suspicious, it just turns on "cheats", just like if you went to settings, which will prevent the player to send leaderboards, save games, publish level editor levels and so on. Don't worry, this anticheat wont brick your save, and is extremely unlikely to get flagged as a cheater if you are a legit player.
Bugfixes
Fixed crash in hardmode when you beat it.
Fixed some credits bugs
Fixed hat stat that displayed -1/41 hats
Other.
TCC Beta 1.8.4.2 (Patch 2)
- Credits Multiplier now affects credits rewards in the calendar (so if the multiplier is 1.2X and you get 50 credits, you get 60 credits in total) - Fixed Week 6 levels (sorry for the trouble)
TCC Beta 1.8.4.1 (Patch 1)
Fixed crash in hardmode, thanks toiletbread (mini leaderboards are trying to load but they dont exist for hardmode) Added more death messages when dying in hardmode