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Push & Plunder News

Status Update: Unknown

Hello!
[p]This is a bit of a different one from usual. I spent a lot of time updating and improving this game over the first half of the year, and we were entering the content phase of production. As many of you are aware, Unity had a critical engine flaw discovered that affected nearly all versions of the engine that aren't the newest (convenient for the contract you sign, but that's another story). This includes the version we have been building Push & Plunder on for some time now. This version was already outdated, to make things just a little worse.[/p][p]What this means, in effect, is that Push & Plunder needs yet another core overhaul. This would be the third core overhaul of the project. This project has suffered far too many setbacks as it is. The cost of overhauling this project would cause the cost of the development to rise ever higher.[/p][p]Estimated value of time invested in the development of P&P: $28,000[/p][p]Estimated time & value required to overhaul: 160hrs-320hrs | $5,600-$11,200[/p][h3]I have invested over 800 hours into this project. That is 100 work days, or 8h every Saturday for two years straight.[/h3][p]And it looks like the game needs another month, maybe two, of core engine improvement and reimagining.[/p][p]Here is a breakdown of my projected workload for this cost prediction.[/p][h3]Unity Engine 2022.3.8F1 -> 6000.2.10F1[/h3][p]Push & Plunder is built on an extremely old version of Unity. There are many, many problems this causes. And a lot of strange quirks of P&P are due to engine bugs that I cannot solve, and have been solved since. This includes many security upgrades. It also comes with some negatives that I won't get into here, in regards to data privacy and the contract I sign when I use it.[/p][h3]Custom Save System -> EasySave3[/h3][p]Two years ago, I was determined to make everything myself. I built a custom serializer, and a custom save system. It was efficient, and worked for my needs. As the game grew, the save system became quite the limitation.[/p][p]When I took a break to develop Fungal Colony Sim 2, I decided to invest in some plugins for Unity to improve my development. The first one was EasySave3. The save system I had previously was retired and adapted to fit ES3. Now, adding new save data is effortless, and I no longer have to clear player progression when making changes to the save file structure. If P&P wants to succeed, it needs to be updated to use the same system.[/p][h3]Challenge System -> Badge System[/h3][p]Again, for FCS2, I created a system that tracks game progress that is more efficient than the original version I had created for P&P. The core of the game is driven by this unlock system, and the badges are more stable and easier to add new challenges with than the old implementation.[/p][h3]Custom Shader -> All In One 3D Shader[/h3][p]I custom built a shader for all of my games, and P&P is the pinnacle of that shader. But it too has many limits. Another plugin I purchased for FCS2, was this shader. It can do everything my shader did, and more. It has more integration with Unity, and a better interface in the editor. It is superior to my custom implementation in every way.[/p][h3]Default Unity Physics -> Havok Physics[/h3][p]When I started this project, Havok Physics was too expensive to use. Since then, they have made changes to the pricing and now it is reasonable to use. Switching Physics engines would mean a complete reimagining of the core systems of the game. All the coin shooting, bauble bouncing, chest wiggling action would need to be re-engineered and tested.[/p][p]This would be a radical and extreme investment.[/p][p]It would, however, allow for better coin stacking and more "real" feeling bounces. A Higher quality final game would result, if the proper time and effort was spent.[/p][h3]Translation System[/h3][p]For FCS2, I learned how to properly use a string translation system, and localizing my games is as easy as paying someone to translate the sheet of text. P&P has a barebones translation system that doesn't work correctly and was not finished. This would need to be removed and replaced with the working version previously mentioned.[/p][h3]Finish The Game[/h3][p]and then the rest of the development can continue as planned. Enemies can be made, tables can be put together, and content can be added and expanded.[/p][h2]What about Early Access?[/h2][p]There are a lot of things to repair and fix, and the cost of the time required has the potential to be larger than the sales of the game could hope to be. It may already have cost more than it could ever hope to sell. All of the above stuff could be done in Early Access, but I am uncertain if I want to go that route. Early Access could cause this game to die in an unfinished state just as easily as it could save the game.[/p][p]Unless the wishlist number explode, Early Access will not be considered.[/p][h2]An alternative path forward[/h2][p]There is... another way... A risky one... With all the work that needs to be done, it could be just as easy to start the project over entirely with all the knowledge we have and implement all the correct systems from the get go. This would probably cause several major overhauls and a complete design doc rewrite. FCS2 and Grammar Grind were developed for ~$5000 each. There is a way to rescope, redesign, and rebuild the entire game for the same cost as it would be to upgrade and fix the old build on the new engine.[/p][p][/p][p]So that's where I am at. I am working on other projects that have better futures ahead of them. And I don't know what to do here. Let me know your thoughts here, or on Bluesky, or on Threads. I'm back on Threads btw.[/p]

Demo Re-Release!

[p]Hello! I hope you are all doing well. It's been a long seven or eight months. I've been working quietly on contracts to keep myself alive, and this game in my every waking moment when I'm not doing that. Since the last demo, nearly every system in the entire game has received a makeover in the form of a redesign or rebuild. There are so, so many things that have changed and the playtesters are having a lot of fun with it, and so am I.[/p][p][/p][p]Today, I am announcing that the Demo build has reached a point where I am comfortable giving it to the public! The demo includes only the Tutorial level, Crash Course, and the first playable Class, the Knight, as well as the associated challenge pages, and the challenges within. In total, I am hoping to give you 2-4 hours of free content as a teaser of what is to come. Be on the lookout soon for more announcements. I have a lot of stuff in store for you![/p][p][/p][p]-Skylor[/p][p][/p][p][dynamiclink][/dynamiclink][/p]

v0.9.5

Patch Notes

[h2]Version: 0.9.5[/h2]
[h3]General[/h3]
  • Patch Notes have dates now

[h3]New Features[/h3]
  • Branding change: ACP: Action Coin Pusher is now P&P: Push & Plunder
  • New Pusher Type: Spinner
  • New Enemy Type: Protector
  • New Enemy Type: Medic
  • New Enemy Type: Armorer
  • New Enemy Type: Charger
  • New Enemy Type: Floater
  • New Enemy Type: Shooter
  • New Enemy Type: Burster
  • New Enemy Type: Sniper
  • New Enemy Type: Mimic
  • Player Movement is now separate from Coin Aiming
  • Tables are now dynamic and swap out pieces over time
  • There are now special events that can spawn during a run
  • Added screenshake when explosions happen
  • Added a Minimap that displays Baubles, Rewards, and Events
  • Equipment can now have special unique effects
  • Elites and Bosses are integrated with the Table Layer system and can change the board

[h3]Balance Changes[/h3]
  • Enemy Baubles can now randomly be up to 20% stronger or weaker
  • The Knight's Goliath Shot has been migrated to be an inate feature of the class, with a 5% chance to happen on every shot
  • The Knight has a new Ability: Spike Ball
  • The Knight has a new Class Feature: Shield
  • The Mage & Rogue have undergone similar changes, but they're secret for now ;)

[h3]Audio[/h3]
  • Rewrote the Music Manager to fade layers of tracks in and our dynamically
  • Added Perfect and Weak shot chimes
  • There is now custom made music for the game with more to come
  • New boss alert noises that play when an Elite or Boss spawns

[h3]Graphics[/h3]
  • Equipment Chest visuals changed to match other assets

[h3]UI/UX[/h3]
  • Repainted every interface in the entire game
  • Added Damage Type Icons to the damage number pops
  • Equipment Chest renamed to "Chest" to be more in line with other assets
  • Improved the way you buy and open Coin Caches to reduce screen confusion
  • Perks can have special description overrides that display for perks that do non-stat things
  • Stacks on enemies are now visible above the HP bar when you aim at them
  • Stacks on the player can now be examined on the pause menu
  • Redesigned the Coin Charge Bar
  • Redesigned the enemy HP/Armor bars

[h3]Performance[/h3]
  • Improved Bauble Navigation AI, increasing FPS
  • A Soft Coin Cap has been implemented to help contain the performance degradation from the physics engine over time

[h3]Bug Fixes[/h3]
  • Fixed Equipment Chests rewarding multiple times when pushed off the board
  • Fixed some instances where player input could continue when the player is not inputting
  • Fixed Elite Fliers from getting stuck hovering above the kill plane under the table

[h3]Known Issues[/h3]
  • Some text on the Upgrades screen is not curving when it should
  • Some enemies damage the player rapidly multiple times instead of just once when falling off the board

[h3]Other[/h3]
  • String Translation has been implemented, translations to come...

v0.9.4b

Patch Notes

[h2]Version: v0.9.4b[/h2]
[h3]UI/UX[/h3]
  • Redesigned the Charge Bar to be more visually appealing
  • Moved the Charge Bar to below the mouse
  • Enemy HP/Amor is now displayed when you hover over them

v0.9.4a

Patch Notes

[h2]Version: v0.9.4a[/h2]
[h3]Balance Changes[/h3]
  • Barrels now calculate their explosion timer based on their health instead of a raw timer. In practice this means that a light tap will create a barrel that takes longer to explode, while a strong hit will create a shorter timer

[h3]Graphics[/h3]
  • XP Orbs have had their colors adjusted, hopefully they will be more visible now

[h3]UI/UX[/h3]
  • Added some outline to the charge bar to help players understand how long to charge for
  • The Coin Selection Menu can now properly be closed by selecting the currently selected coin slot, similar to how equipment works

[h3]Bug Fixes[/h3]
  • Fixed a Null reference when smashing a target
  • Equipped Elemental Coins now properly unequip if you ran out of them

[h3]Known Issues[/h3]
  • In testing, sometimes a barrel would fail to explode and just grow really big. I can't figure out why exactly this happens.