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The Rescue of Mermaids News

New progress on the remake!

[2020-02-08]
  • Today I'm here to show the progress, the new world map is finally done, and it was very good and comfy to play so far. You can see the SMW inspiration all over it.

    The next step will be start the new stages so we can finally play the game we want.



    Some people asked me if I would keep exploration stages, the answer is yes the exploration stages will still be there, the difference is that the game will now have shorter stages than in the previous version of the game. The shmup stages will be basically exploration, only with enemies and deadly challenges in it, some stages will allow you to navigate on your own, coming and going wherever you want, other stages will have a camera that moves and you will need to follow the screen.
[2020-02-12]
  • I did more progress on the remake of the game, now I made the ingame menus. We can see everything is working right and seems very easy to access.



    The new level system with attributes to improve and inventory system are a great addition to the game experience, we can expect more time exploring and discovering new ways to play the stages.

    The next step is to start working on character controls (with the attributes), skills and first enemies to challenge our octoguy.


Cheers from gilly :3

Improvements on the way!

[2020-02-03]
  • I was talking to several friends about re-coreing The Rescue of Mermaids, thus making the code cleaner and more organized (and also removing several bugs).



    With that some things will be easier to develop and the game will be leaner, straight to the point.

    This decision came from the premise that my code turned into a snowball of mess, because when I started programming the game, I still wasn't sure what to do or all the features I wanted to put, this added to the fact that I didn't make clean code and separate things the way I needed. So to go ahead with the current code I end up taking a lot of time because some things I need to make long changes and I often end up breaking other things that were correct before.

    Just sunday (Feb 2) I started to redo, and I already restructured the gameplay to separate the big stages into small stages, thus reducing their size and leaving each stage with a better purpose.

    We now have 4 types of Stage, for example:
    • Shump Stage - Normal shooter where you need to go through the entire level and reach the end alive.
    • Escape Stage - Challenge to escape from some big thing, like the giant Driller.
    • Racing Stage - Race against opponents.
    • Boss Battle Stage - Battle the boss in the bomberman style.

    Each stage you pass saves a new girl (monster girls), you'll see the sprite size animation (lewd reward) as soon as you save the girl and the full size animation will be on the world map with the slot machine game (to preg her).

    I will also modify the world map a little bit (will remember super mario bros, you will be opening new stages as soon as you pass one, joining paths until you reach the boss), to display relevant information and you will be able to revisit each girl you saved (inside the stages you can get coins for the slot machine so u can get new chances to breed the girl).

    These are the biggest changes, I will reuse many parts of the old code (just removing the unnecessary or depreciated code) which will facilitate and streamline the development process, in the end the game will be more performance and quality (and less bug).
[2020-02-05]
  • I basically finished adding and assembling the menu code, everything is working perfectly with the new save method and some adjustments regarding the screens.



    I'll leave the extra menu for last (as the name says, its just an extra menu), next step is to start creating the new world map screen.

I will keep you informed of the progress, I hope I can redo most of the game's core in a short time, let's hope that this month I have almost everything ready to play.

Thank you all for your support, feedback and understanding, all I do is to improve the player experience and also make the game as fun as possible.

Cheers from gilly :3

New Update (v1.1.9)

Here are the note about what was done for this update:
  • Fixed bugs for level 1 and 2.
  • Fixed bugs for SBA minigame.
  • Added control support (gamepad).
  • Added battle with the police bots on level 2.
  • Added player control to stop manually each roulette every time you press the action button (Z).

Features being worked on for the next update:
  • Add easy way to handle Save
  • Add ship level with the mermaids to interact (Garry' Ship)
  • Add save point (checkpoint) in the levels.
  • Add crocodile reward.
  • Add challenge level looking for wild marine pepper.
  • Add second boss, the shark girl.
Note, for now I don't intend to keep the old saves, you will have to restart the game to see all the changes, but I will provide some saves that I have made so you can leave from there if you don't want to go back from the beginning. Download the save files here!

About update delay

I delayed a bit last week's update to resolve the bugs and also add more thing to level 2 of the game in order to provide more game progress.

Still this week I intend to compensate for this by releasing the update, I have already put controller by the gamepad and a new SBA battle with police bots, now I'm putting the battle with the shark girl who is the boss from level 2, so you can release the first mermaid, Sushi.

Thank you all for understanding :3

New Update (v1.1.8)

Here are the note about what was done for this update:
  • Difficulty of the first boss reduced.
  • Fixed the bug when you quit the boss battle and can't talk to her anymore.
  • Added balloons to understand what you need in quests.
  • Added game icon.
  • Added achievement for meet each girl.

Features being worked on for the next update:
  • Add easy way to handle Save
  • Add ship level with the mermaids to interact (Garry' Ship)
  • Add second boss, the shark girl.
  • Add save point (checkpoint) in the levels.
  • Add player control to stop manually each roulette every time you press the action button (Z).