Spryward Devlog #19
[h2]What I've Been Working On : [/h2]
+Adjusted invisible colliders
+Added new vortex section to the training room
[previewyoutube][/previewyoutube]
The vortex section is temporary for right now. I know for sure I want a replayable modular room to better train for encounters that happen during gameplay. This mode would be similar to the Macrocosm gamemode from my other game in this series Apastron! Let me know what you would want for a mode like this. If you want only vertical movment, horizontal, vertical, or all the above.
+Added forward fast tracks
+Fixed bug where melee could get stuck causing enemies to bug out
+Replaced old dodge functionality with a new burner flip ability
Perform a burner flip by pressing down on the joystick.
+Added a new combo attack Flame Roll
Perform a Flame Roll by holding RB and B after performing a dash at x2 score.
Slushy punch has moved to holding LB and B buttons to perform at x2 score.



Spent most of my week drawing a lot of Issue 4 content. Primarily working on the Divination Trio and their respective animations. No huge spoilers, but I'm planning a boss battle where you fight the Trio all at once, so it's a lot of animations I'll be making for them, but this works out well, because I'm switching to the new style of cutscenes as seen in the last scene from Issue 3. Working on utilizing more game assets and custom animations for cutscenes instead of drawing the whole thing from scratch.



+Adjusted invisible colliders
+Added new vortex section to the training room
[previewyoutube][/previewyoutube]
The vortex section is temporary for right now. I know for sure I want a replayable modular room to better train for encounters that happen during gameplay. This mode would be similar to the Macrocosm gamemode from my other game in this series Apastron! Let me know what you would want for a mode like this. If you want only vertical movment, horizontal, vertical, or all the above.
+Added forward fast tracks
+Fixed bug where melee could get stuck causing enemies to bug out
+Replaced old dodge functionality with a new burner flip ability
Perform a burner flip by pressing down on the joystick.
+Added a new combo attack Flame Roll
Perform a Flame Roll by holding RB and B after performing a dash at x2 score.
Slushy punch has moved to holding LB and B buttons to perform at x2 score.



Spent most of my week drawing a lot of Issue 4 content. Primarily working on the Divination Trio and their respective animations. No huge spoilers, but I'm planning a boss battle where you fight the Trio all at once, so it's a lot of animations I'll be making for them, but this works out well, because I'm switching to the new style of cutscenes as seen in the last scene from Issue 3. Working on utilizing more game assets and custom animations for cutscenes instead of drawing the whole thing from scratch.


