A 2.5D side-scrolling puzzle game about overcoming even the darkest days. Find help in a dreamlike world as you struggle to fight back against the ruling forces of evil.

Post news Report RSS Cleaning Things Up

In preparation for finally going public with a demo, the team is working hard at trimming away some of the bugs and glitches and oddities still found in the game.

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So the demo level is pretty much finished. I'm talking about this thing we're going to send out to the press and a select few testers. And yet, we still have a TON of work to do before we can put it in anyone's hands. There's tons of BIG, OBVIOUS bugs, like the player disappearing through the ground when a tree is growing under him.

oops

Not to mention jumping through objects, sliding through objects, etc. Fun stuff! But a relatively easy fix. We've also got some other relatively easy problems we are working on, like the fact that the game encounters an error during seed growth causing massive framerate drop.


Meanwhile, we're also working closely with ForteSounds this week to try to make sure that EVERY SINGLE action in the game gives some kind of audible feedback. This means adding three new fairy sounds, some new cloud sounds, some new casting sounds and more more more. I'm sorry to poor Forte but they promise me they're happy to do it.

Long story short- we are almost there! The game is effectively working, hobbling along on one crutch like poor old Tiny Tim, but working nonetheless! And, if I can say something like this without sounding arrogant, it feels good. I have fun playing it and its very pretty!

So what's left is to fix these bugs and add a few enhancement features and then add the boss to the end of the level and voila! Press time. Hopefully.

Also, in an effort to prepare ourselves for the kind of marketing we'll need to do in order to get noticed in this depressingly competitive niche, we're working on promo images and such. That means, first and foremost, FINALLY redoing our old logo to accommodate our now not-so-new-anymore name. I think the easiest route would be to just replace the old text and keep the image itself. That means it might end up looking something like this:


There's other art too. In the meantime, if there is ANY way you can help us spread the word, we would be MIGHTY appreciative! Thank you!!

Stay tuned!

Comments
bboyavon
bboyavon

Dude, you said in preparation for finally going PUBIC with a demo. LOL! I think you mean public.

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BrightenTompkins
BrightenTompkins

omg xD

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Decade_Design Author
Decade_Design

YIKES good catch! Thanks!

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BrightenTompkins
BrightenTompkins

Perhaps the tree issue resides in the model clipping into the walkways collision box, this may be causing the player to breach the hole. Perhaps there is a way to unify the collision, like if 'this' collides with 'this', unify collision, but then again, an un-square collision could degrade performance.
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As for the seeds, are they made up of various panes? If they are, then are they two-faced, because the back-side (one never visible to the player) should be clear, transparent, this increases performance, but what would increase it even more is create an alpha diffuse map, png or targa format, perhaps even dds. The point is after the grass planes grow, then have them merge into a single texture, image for reference here -> I.imgur.com, instead of re-rendering a format merge you can simply create a pre-rendered file of what they would look like, unless the pattern is random, that would create issues for pre-rendered/developed images.
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The trailers were mostly music based so I wouldn't know the originals sounds, so with that out of the question I'm glad you guys are going to be giving out betas to testers, a good tester is someone who is exceptional at ironing out and finding bugs, giving new ideas and supporting you through development good luck!
__________________________________________
P.S: New logo looks great! ^_^

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Decade_Design Author
Decade_Design

There's a couple of possibilities as to what is causing the tree problem, and I don't think it'll be too hard to figure out, but in case we can't, we'll definitely look into "unify collision." Have you ever used it in Unity?

I'm guessing by seeds you meant grass? Yes, they are individual planes. We could do it as you said, but that would mean having to arrange the grass perfectly beforehand and then programming it duplicate that arrangement with different planes before changing. That would give us static grass that looks the same everywhere, or, worse, wouldn't fit on all terrain pieces. Currently grass is random and seems to have little effect on performance.

As for good testers.... uh, have any interest in becoming a tester?

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BrightenTompkins
BrightenTompkins

I've never had experience in unity no, I've been working on a game in id tech 4 and have had little advances in UDK.

Also I was hoping you would ask that, I would love to be a tester, being helpful is something I love to do, thanks :)

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BrightenTompkins
BrightenTompkins

Once you get a working build out feel free to send it my way :)

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Guest
Guest

The seed growth issue might be due to scaling. I remember reading that scaling and Unity is a no no ... if you are using Unity's scaling to make the object bigger it has to re-allocate and re-draw the object every tick it gets bigger.

Solution to that would be to make a grow animation outside of Unity and implement it.

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Decade_Design Author
Decade_Design

Oh geez. The slowdown definitely seems to be coming from some kind of exception, but I'm pretty sure we are using scaling. We better look into this.

Reply Good karma+1 vote
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