Devlog #11
This post will mark the official return to development on Pudding Frog! I had been working on another project, but it is currently be shelved for an indefinite hiatus so frog development will be in full swing again. Since its been so long since my "Week 10" devlog, future devlogs will be marked by number of logs rather then number of weeks, and this post will be a quick catch up on everything that's been done in the interim.
Systems Updates:
- Reworked core mechanic to feel smoother and work with "tags" and "parenting". The grapple point can now be adjusted to move with objects that also move.
- Jump was slightly scaled back, as well as currently working on a "hold to charge" mechanic instead of a hold to increase distance/height (WIP). So far I do not like the charge mechanic and will likely revert before the next Alpha build is pushed.
Level Design:
- Forest Zone
- Extended Zone by about 1/4
- Added short Canopy Section for players to catch their breath
- Reduced likelihood of player falling all the way to the start of the game
- Handful of new art assets to build out the space
- Cave Zone
- Completed first pass Cave Zone
- Emphasis on difficult platforming and deemphasis on lose of progress, you can somewhat safely experiment with movement in this zone
- Created and implemented about half of the final assets for the zone (still need to complete parallax for this area)
- Feeds into a brief "Mountain Area" were lose of progress is present again but still toned down compared to the forest zone
- Completed first pass Cave Zone
- Castle Zone
- Since I had so much fun designing tighter platforming sections in the cave I wanted to expand on that design but with slightly higher stakes in the Castle/Tower zone at the peak of the mountain
- Emphasis on unique pathing and "pseudo puzzle solving" with intended pathing being a little bit more abstract
- Graybox is nearly finished but zone is still heavily a work in progress
Art Assets:
- Great Tree
- Canopy
- Tree bridge
- Stalactites/mites
- Cave Walls/Floor/Ceiling
- Ice Versions of cave assets (don't allow grapple)
- Mountain/Cave platforms
- Dew Planks
- Tree Interior Assets
Moving Forward:
- Finish Grayboxing Castle/Tower
- Finish Art assets for Cave/Mountain/Castle
- Graybox "Sky/Heaven" Zone
- Complete Parallaxes for each zone
- Camera Rework
- Art Polish 2nd pass
- Audio Rework
- UI Rework
- Optional Checkpoints/Accessibility
- Menu Rework
- Comprehensive Beta Test
- PC release
- Stand Alone level/challenge mode (Maybe)
- Mobile Controls
- Mobile release
Alright I know this was a lot but I had been kind of casually working on it here and wanted to do a comprehensive update on the state of the game. Currently I am trying to have the game officially released on PC by the end of the year, and will do my best to do weekly devlogs on what I am working one. If you read this whole thing thank you so much for your support.
Expect a new Alpha build by the end of the week with at least the grayboxing through the castle zone complete.
Thanks so much for the support!
Get Pudding Frog
Pudding Frog
A Difficult Single Level Platformer
Status | In development |
Author | ChicagoSago |
Genre | Platformer |
Tags | 2D, Cute, Difficult, foddian, frogs, Hand-drawn, pudding, rage, Singleplayer |
More posts
- Devlog #1334 days ago
- Devlog #1252 days ago
- Week #10Nov 11, 2023
- Week #9Nov 03, 2023
- Week #8Nov 03, 2023
- Week 7Oct 20, 2023
- Week 6Oct 20, 2023
- Week 5Oct 09, 2023
- Week 4Oct 09, 2023
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