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Pickle Clicker News

Update Notes 9/22

[h3]Bug Fixes[/h3]
  • [p]Fixed tween for Poglin counter appearing/disappearing[/p]
  • [p]Fixed settings not saving from closing the window[/p]
  • [p](?) Fixed Steam achievements not being received[/p]
[p][/p][h3]Notes[/h3]
  • [p]Any achievements I'll add will only be added in-game as requested[/p]

v 1.1.0 Update

[p]Hey everyone, it's been a while. [/p][p][/p][p]I have FINALLY completed migrating from using Unity to Godot. I appreciate your guy's patience on that matter. Also wanted to go over the differences between each version.[/p][p][/p][h3]Main Interface[/h3][p]We both know it's horrendous. So I reduced the clutter and size of some elements to focus more on what's most important. The PICKLE.[/p][p]Before:[/p][p][/p][p]After: [/p][h3]Pickle Bombs[/h3][p]You can drag and drop them wherever on the screen now and manually detonate them through double-clicking. You can also change the fuse length which can impact how much damage it can do.[/p][p][dynamiclink][/dynamiclink][/p][h3]Shop[/h3][p]Shows tips and other things in the top left, added a tip jar for fun, and changed the color scheme so that it's not so repetitive.[/p][p][dynamiclink][/dynamiclink][/p][h3]Customizing Appearance[/h3][p]Pretty similar I'd say, but you can now change the color on some accessories. Same colors as the shop[/p][p][dynamiclink][/dynamiclink][/p][h3]Poglins[/h3][p]New base appearance. Wanted to make them look cuter and "innocent". Also easier to work with so I can make more Poglin variants.[/p][p][/p][p][/p][h3]Achievements[/h3][p]I added some more achievements as well as some that were suggested from Achievement Suggestions, but I'm not going to make them Steam achievements yet. That's just me being unsure of whenever or not this should absolutely be an achievement listed on Steam.[/p][p][/p][h3]Conclusion[/h3][p]That's pretty much sums this migration up. I'll still be developing the game, but it won't be my biggest focus in my overall activities. Also its been quite the learning experience moving this over to Godot from the ground up, and I hope this version is easier to navigate through, and most importantly fun. If you have any questions, I'll answer them as best as I can.[/p]

Status Update

Sup, it's been a while.

It's been nearly a year since I made an update. So I just wanted to let you all know that I've started getting back into development for the game, recreating it all in Godot. Just recently updated the branch for it, so you can check it out for yourself.

But to sum most of what happened in one word, burnout. Pretty dumb I know. Not going to disclose more here.

Thanks for reading, see ya

Poglin Re-Design

I've decided to once again re-design the appearance of Poglins for the game. As of so far I've gotten done with only the Normal Poglin, but current and future Poglins will follow this art style as shown below:

[h2]Normal Poglin[/h2]



[h2]Pink Poglin[/h2]



[h2]Gold Poglin[/h2]



[h2]Fire Poglin[/h2]



[h2]Earth Poglin[/h2]



[h2]Water Poglin[/h2]



Once I get done with the re-designs with the Poglins currently implemented in the game, I'll update this event. Although future Poglins will be shown alongside updates after the re-build of the game is complete.

[h3]Bonus Section:[/h3]
Just for fun, I also might as well show old designs I have made for Poglins before this re-design.

Migration to Godot

Thank you for everyone for your support on the recent announcement. It has been quite a while since I've said anything after, but here I am announcing that I'm going to re-create the game entirely in the Godot game engine.

Why of this you may ask? Well as of the past week or so, Unity announced their new runtime installation fees which in summary, when passing certain parameters on your game made with Unity, their will be charges per install of the game. As of currently they are updating the runtime fee, instead of removing it entirely, which in return is still quite upsetting.

More information can be found here in this video: Unity's New Pricing is... Awful by Gamefromscratch

And to be honest this doesn't really affect me at all, not having met the criteria, but in the end it is quite outrageous of Unity to announce this, as it affects developers who have used Unity, either big or small out there who have made games much better than mine. So as a result I've also decided to join the movement in migrating to a more trustworthy platform much like Godot.

Don't worry, I'll keep the current version of the game up and running, whilst having the version made in Godot be available. The unfortunate part is that I won't be updating the version created with Unity anymore, but when I eventually have the Godot version up to date, it'll be replacing the current version.

As of that, I can only hope for you, the reader, to understand my decision, but if it does leave a bad impression, I'll try my best to accommodate for all the time I've spent neglecting the games development, towards a better version of the game in the near future.