New TeleCollision demo is available! (On a different steam listing)
The new demo is out now on the new steam page! Making a new announcement for it, because steam seems to have buried my old one. So no links unfortunately, but the new TeleCollision demo is out on the new TeleCollision steam page!
Featuring new combat mechanics, new level designs, new puzzles, and some new story elements, I am so excited to share this labor of love with everyone!
New TeleCollision demo is out NOW!
New TeleCollision demo is out NOW! Check it out over on TeleCollision's new steam page!
Featuring new combat mechanics, new level designs, new puzzles, and some new story elements, I am so excited to share this labor of love with everyone!
While we were hoping to release at the end of January, the demo isn't quite done cooking! Life gets in the way, slows things down, and not only do I have a tiny bit more of content to finish making, I have some features I'd like to implement before launch.
Rework Demo Trailer and new TeleCollision steam listing
We are nearing time for the reworked demo to be done, and I couldn't be more excited to share it with everyone! I'm hoping to release it by the end of January!
Before I tell you about some of the new features, I wanted to tell you that Daniel put together a teaser trailer for the new demo you can check out at TeleCollision's new steam page! I needed to be able to upload it as a demo instead of an application, and I had made a mistake and uploaded the Your Adventure demo as an application before. It was my first time uploading to steam, and mistakes were made, so TeleCollision has a new home on steam where you can get game updates.
Let's talk about what I've reworked, in a lot of ways it's an entirely new game now! I took community feedback, and expanded on some ideas that I didn't commit to enough in the original and have been having a blast making this new demo! I know some of this I've already talked about in previous updates, but I'm going to reiterate some of it now.
The player character's starting classes now have different stats, different equipment, and change starting rewards when you start the game.
Way more trading cards, 20+ to collect and use! Christy will still provide trading cards for you, but only to enhance a new system of card collection and equipping. Cards can change your build with new skills, buffs, and stat changes, and have flavor text that shows a different slice of the world you wouldn't normally find during your exploration.
Bosses have been changed to feel like the epic encounters that they should be, and the starting levels have been changed to have their own unique flavor and story! Instead of having a group of adventurers join you all at once, they now get added at a reasonable pace through your adventure.
One of the biggest upgrades is the character creator, I spent so much time working on this, and I plan to continue expand it for the eventual full game release. I want you to feel like you're making something entirely unique when you play TeleCollision, and brain worms will make me continue to expand it. Not only are there more options, more accessories, there is also a color picker so you can adjust colors to your liking!
While I work on finishing this demo, please go enjoy the teaser trailer! Daniel has remade all the music from the original demo and many of the sound effects, along with the trailer itself and I couldn't be more thrilled about the amazing work he's done! The game's theme in the trailer continues to get stuck in my head, and I really hope y'all enjoy it!
Rework Update March 2023
Look, let's be honest, game development takes a long, especially so when you're doing everything by yourself. Though I'm eternally thankful I don't have to score level music, thank you Daniel.
To start, there is not a playable update yet.
I want to be clear about that, but I'm still working hard chugging away at it. I would say I'm nearing 75% of a new playable demo. I wanted to give an update about some new features.
Something I did not anticipate was how long it would take me to expand the character creator, which admittedly, I probably got carried away with, but I also plan on continuing to add things to it for the full release of the game. As a quick overview, the opening of the game where you make your character has been streamlined. There was some frustrations as to how many screens the current demo has in the character creator (and maybe some frustrations as to how many achievements I tacked onto it in steam, but to be fair that was my own private joke).
When picking almost any character option, you now have the option of picking a color from a pallet, or adjusting color values to taste. I really want people to have fun making an original character in the character creator. There's also the randomizer button for anyone who doesn't want to spend a lot of time in the character creator, or just wants to see a mash of options.
Character classes now come with different stats per class, which you can see in the character creator. Different classes also come with different starting equipment, and different starting trading cards to equip that hold class specific skills. The class trading cards can also be acquired through game exploration, and if you equip 2 of the same kind it increases the effectiveness of that skill. There's also a sixth class now, which is None, where your character will have no weapon sprite, average stats, no starting equipment or starting cards. This is meant to be more of a starting challenge to the game, but it's also for anyone who does want their character holding a weapon in combat, and would rather punch.
Level reworks should be done soon, something I touched on in my last update is a new merchant character. zYxl will still be a game merchant, but They'll only be dealing in trading cards with the new card system, Skralmf is going to be your new seedy item and equipment dealer. I made this change because I knew I wanted a card shop, and I originally rolled both in zYxl's shop, but I realized it would be better if they were separate. zYxl and Skralmf have a shared backstory I hope to hint at in game, and are both delightful to write dialogue for.
I really hope you are all looking forward to a new demo coming out. I apologize for the radio silence, there's been a lot of work done on very few features, so not much to update about despite all the work being done. I definitely won't be able to keep these news letters up, but please follow the game on Twitter and Tumblr if you want updates, I try to post sprites and screenshots of things I'm working on.
Rework Update August 2022
I didn't post a newsletter last month, because I had gotten really sick and paused development, and didn't really have any updates. But I'm recovered, and I'm hard at work again!
I'm currently in the middle of the rework of the supernatural school opening level. I think it's coming along really well! At the bottom I'll post some screenshots I've posted to social media as I've worked.
While I work on the level itself, I'm also thinking about game balance, and where the best place for certain things to be are. In a previous update I mentioned expanding zYxl's shop to sell trading cards as well, but the trading card system being what it is, it would be better to have more access to a regular item merchant and access to the card shop in more of a hub space in a level.
So now there is a new merchant, their name is Dyllon Skramlf, and they work out of their trenchcoat. For legal purposes their trench coat counts as a nonprofit, so if any feds come by, put on the provided cat ears and act orphaned. Also, don't ask about them about the duck hat.
In addition to a new merchant NPC, I also updated the quick defend system. In the current demo there's a window in which you need to hit enter in order for anything to happen, now you determine the window. Hitting enter puts the targeted character into a quick defend state with a cool down, more damage is negated the closer to the start of this cool down state in which damage happens. I'm hoping this will actually make combat easier, while also introducing more of a sense of skill with the quick defend action.
Right now I'm hoping to have something new and playable by the end of the year, and I'm looking forward to sharing my work with everyone!
Rework Update June 2022
I know the June rework update is about a week late, but life gets in the way sometime.
I've reworked both the medieval and sci-fi opening levels, complete with remixes of the bosses. The bosses should be more interesting, and more challenging, to fight now! And I'm continuing on with the school opening level.
The original levels in the current demo are all very similar, and I'm seeking to make them each a unique experience with their own story and characters.
There's a lot of systems that I still need to rework. I went through a majority of the major updates I've made in the previous months, though there are a few things I'm holding onto until I'm sure that it is how I want it to be.
I've also secured the domain, https://telecollision.com/ , but for now it really just sits as a redirect to the game pages.
We are coming up on it being a year since I dropped the original demo, and I am still overwhelmed by the positivity that I've seen towards it! I'm really hoping for those following along with me on this journey to give you a new version of the game that just blows you away, so I'm going to continue being hard at work improving and creating new content for it until I have a new demo done.
Thank you for allowing me to share this process with you, I am having a wonderful time. Please enjoy some screenshots of the remixed levels.
Rework Update March 2022
So, not everything I'm about to talk about will be final. There's a lot I'm excited to talk about, but sometimes certain features don't work out, or they need to be drastically changed by the time you get to the final product. These are the things that I've shared on social media last month that I believe will be around for the build I'm working on.
Some quality of life changes being made, I'm updating some battle sprites and attack animations. Christy's base attack specifically I've noticed lots of people having trouble knowing what to do when they first try to use it, and having trouble seeing the target that you need to point to. The target is more visible, and there's now a guideline showing you where you're pointing the sword that also acts as a timer to let you know when the sword is going to pop off. So the attack visually is more comprehensible, but now has a sense of urgency as a trade off.
I've also just updated Finley's attack to more her more emotive, and given the steam from her arm a particle effect instead of the steam being apart of her sprite animation, which I think just visually is more appealing.
In the current demo, the build that's currently available to play, you have the option of equipping three trading cards that Christy creates from objects in the levels. I'm expanding this system. There's now three different card sets, one of which is Christy's object cards you'll need to solve problems and puzzles just like before, and can also equip, but there's also a generic set of cards you can find and collect, while also buying or selling them in zYxl's new side shop which only deals in trading cards.
You can also equip more than 3 cards. Along with HP and TP, you can also increase your card slots when you level up. Different cards will cost a different number of card slots to equip. Over all I'm hoping this system will allow you to create a character that feels unique with a wide variety of card types. There are already 20+ cards in the rework so far.
The last thing I want to talk about is the character creator. I'd like to expand the options in it, but more importantly, at the current time the different classes are just aesthetic, there's no difference between them. I'm currently working on making each class feel unique. As for what expansions are coming to the character creator, I cannot promise anything. But I do keep an eye out to what people say they'd like to see in there as options, and I really love adding options to the character creator.
If you'd like to see this updates as I post them, I try to post something new to social media every week. I'm going to start posting updates on Tuesdays, and a screenshot of the work in progress every Saturday. If you have any questions, let me know! I'm really excited to share everything with you, there's some things I'm trying to keep hidden for the moment until I have something playable, which is really difficult for me to do because I just really want to share everything!
I've been hard at work on a new version of TeleCollision. The code had to practically be rewritten from the ground up, and there's a lot of level reworks and rewrites being done. I haven't been the best at posting updates as I work, but I'll be doing my best to post updates to Twitter and Tumblr as I develop this new version.
I'm making a lot of quality of life changes, expanding mechanics that already exists, and adding content. Information for all of this will be posted to social media with a few posts weekly. My intention is to start posting a monthly newsletter to those of you on steam, condensing the information that was posted in the previous month to social media.
And if anyone ever has any questions, please ask! I'm always happy to talk to you wonderful people who have made me feel so welcome in this online space.
One quality of life change I wanted to talk about is that the encounter system has been completely overhauled! Instead of floor tiles where random encounters can occur, enemy mobs will exist in the over world, and you can avoid battle by maneuvering away from them or around them.
Unfortunately, this update won't be available for time, as it is a massive one. I'm hoping you can follow the game on social media, as I'm very excited to share with you what's to come!
It's been rather difficult to find this game demo on certain platforms, and I knew a would come when I'd have to rename the game this demo is for. I'm currently hot at work on a new and better version of this same demo, and while working on it I've been work shopping names and logos. The day has finally come where I can rebrand.
So I bring you, TeleCollision, which Your Adventure is a demo of. I won't be editing anything in game to reflect this change, but it will show this new title in the new demo that I'm working on, which I hope everyone looks forward to.
You can find game updates on the game's twitter, or it's tumblr.