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Thibalryn News

Stage 3 Completed!

1548538965

  • Added measurement guide for [redacted]
  • Updated colour of [redacted] so they stand out more
  • Removed unused align function for [redacted]
  • Fixed beta branding still showing on some stages
  • [redacted] no longer become inactive when [redacted] is off-screen
  • [redacted] now reloads [redacted] if it hurts the player
  • Fixed [redacted] not firing [redacted] at random times
  • Difficulty now affects max time a [redacted] stay unfired
  • Removed obsolete variables for [redacted] sleeping
  • Removed obsolete [redacted] parent reference
  • Removed obsolete [redacted] renderer reference
  • [redacted] animation speed now changes based on difficulty
  • [redacted] now self disable after behaviour routine is complete
  • Fixed minor inaccuracy of diagonal [redacted] positional vector result
  • Added [redacted] easter egg to [redacted]
  • Fixed [redacted] firing on waking
  • Fixed a [redacted] being created as a particle explosion GameObject
  • Added missing explosion particles
  • Fixed player actions being delayed by 1 frame
  • Removed cover from [redacted] pickup
  • Fixed abilities in Stage 3 and Stage 5 being swapped with each other
  • Corrected the render queue value for [redacted] parts
  • Fully detailed Stage 3


While does not account for the music and bosses, it does mean 2 of 5 stages are now in a playable state.

Stage 2 Complete!

The skeleton was built, pipes were layed and finally the whole thing has been detailed.

1546950563

  • Fixed reverse state for red [redacted] not being random
  • Fixed render queue offsets for lift materials
  • Recreated dev grid game object and prefab
  • Made it possible to set a custom speed for each lift
  • Slightly modified the colour for blue [redacted] bases
  • Fixed signs not using transparency
  • Updated access modifier for StageExitTeleport
  • Passing through the spawn area now sets it as a respawn destination
  • Missing area error from pipes now returns a numeric id
  • Created object select by id tool
  • Fixed state of boss defeat not being checked
  • Completed detailing of Stage 2!

The Last Big Dumping

ːgoldfeatherdusterː

1544577905

  • Updated player movement guide in stage 0
  • Slowed down drop speed of [redacted]
  • Updated and optimised how search range is calculated for [redacted]
  • Increased animation speed of [redacted]
  • Created measuring tool
  • Bubbles now show distance box in editor
  • Removed milliseconds from ratings timer
  • Detailed SpawnArea 1 in Stage 2
  • Save data tracks if player has won
  • Save data now includes performance rating from a win
  • Fixed test stage using wrong damage multiplier
  • Loading a saved game after winning now shows rating


1544768909

  • Removed tile set variance from Stage 2
  • Save data type changed from dat to sav
  • Updated debug fps counter to update colour based on calculated half frame accuracy
  • Fixed mouse cursor being shown while playing
  • Fixed a physics issue where the player model could rotate in 3D
  • Created a lift to speed up climbing vertical areas
  • Detailed some areas in Stage 2


1545309852

  • Added tile set variance for stages 2, 3 and 4
  • Fixed blue [redacted] using red particles
  • Updated colour for [redacted] bullets to stand out more
  • Increased speed of lifts
  • Fixed bullets from [redacted] being active for a single frame too early
  • Fixed [redacted] clipping through corners
  • Detailed some more areas in Stage 2


1545382160

  • Fixed a case where a controller could not proceed past the start screen
  • Fixed a case where collected health pickups would not be honoured on player spawn


1545606251

  • Removed beta branding
  • Halved damage dealt by [redacted]
  • Reduced move speed of [redacted]
  • Fixed [redacted] hit box using incorrect vector
  • Lift sign now disappears when lift is in use
  • [redacted] now reset to a random position when becoming visible
  • Fixed [redacted] being static
  • Increase collider size for pickup covers
  • Fixed health pickup bit string not being converted to a total bit count


1545902137

  • Updated lift end zone to default to 6 high
  • Fixed a case where some controllers could not close the item pickup ui
  • Fixed a case where [redacted] could change direction when they should not be able
  • Direction changing behaviour moved to green [redacted]
  • Updated [redacted] bullet appearance
  • Fixed player collision area for pickup covers
  • Colour tinted base for [redacted]
  • Revered sprite for yellow [redacted]
  • Changed colour of yellow [redacted] to blue
  • Decreased time it takes for a bubble to respawn
  • Doubled health gain and health loss
  • Fixed red [redacted] missing reference to bullets
  • [redacted] bullets now flash rapidly


1546012176

  • Added missing particle arrays to stage 0
  • Fixed [redacted] remaining active when offscreen
  • Fixed a performance issue with particle similation space
  • [redacted] no longer move while shooting
  • Increased penetration distance of [redacted] bullets
  • Fixed bullets from red [redacted] being active for a single frame too early
  • Halfed maximum bullets for red [redacted]
  • Added new baddie projectile layer mask
  • Fixed render order for [redacted]
  • Fixed transparency issue with [redacted] bullets
  • Fixed issue where a [redacted] shot in the wrong direction after respawn
  • [redacted] now move slower on easy mode than previously
  • [redacted] now moves slightly faster on hard mode than previously
  • Replaced physics code used for [redacted]
  • Dev prefab no longer includes a grid
  • Added dev object to stage 0
  • [redacted] now remain active at all times


1546080633

  • Fixed [redacted] getting stuck in a loop bouncing off corners
  • [redacted] now use a look up table to determine direction
  • [redacted] now bounce off of each other


From here on out it is just laying out the stages and adding music. The only other coding that should happen is for the bosses and Steam features. ːsteamhappyː

2nd Last Major Progress Log

1543818732

  • Appended missing length value to H_PL and H_PR area templates
  • Fixed boss room entry being function only on the left
  • Updated boss room area template to better fit around the changes
  • Updated boss room area in Stage 2 to reflect these changes
  • Finished skeleton for Stage 3
  • Laid pipes for stage 3
  • Added error log message for if a pipe is missing an assigned area
  • Finished laying pipes for stage 3
  • Updated stage exits in stage 2 to use the correct data


1544004589

  • Started stage 4 skeleton
  • Created more H_PL and H_PR area templates
  • Finished stage 4 skeleton


1544296458

  • Fixed counting error in FlipDiscRespawn
  • Flip discs no longer respawn
  • Laid pipes in stage 4
  • Attached all spawn areas in stage 0
  • Fixed missing parenting for fluids in movement area
  • Transplanted copy of movement area into stage 0
  • Cleaned up leftovers in stage 0
  • Removed unused pipes from stage 0
  • Removed obsolete staging scene
  • Fixed pipe assigment error to now use the correct name


Note that "stage 0" is just a debug and testing stage using during development. It will not be part of the full game.

Aloe Vera for the Burn


So I tried to cram and push myself these last few weeks, but what I made up for in time I lost in being too tired. ːsteamsadːːsteamsaltyː

Rushing too hard and burning out just results in less quality, from what I have experienced so far.

This leads me to planning out everything I need to do before release and the silver lining that it resulted in a definitive deadline.ːsteamhappyː

With a deadline of June 2019 , here is what I expect to finish in 20 weeks:

ːcleanhourglassː ːcleanhourglassː ːcleanhourglassː ːcleanhourglassː ːcleanhourglassː
Detailing stage 2
|
V
Detailing stage 3
|
V
Detailing stage 4
|
V
Skeleton and pipes for stages 5
|
V
Skeleton and pipes for stages 1
|
V
Detailing stage 5
|
V
Detailing stage 1
|
V
Boss for stage 2
|
V
Bosses for stage 3 and stage 4
|
V
Boss for stage 5
|
V
Music for stages 2, 4 and 1
|
V
Steam Controller, Cloud and Misc.
ːcleanhourglassː ːcleanhourglassː ːcleanhourglassː ːcleanhourglassː ːcleanhourglassː ːcleanhourglassː ːcleanhourglassː

Note: I have left a whole month spare and will release early if things go according to plan.