Full notes
Full Andy Blast Vs The Forces of Evil update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Maps
- Gameplay
- Fixes
- UI and audio
Andy Blast Vs The Forces of Evil changes
First Devlog of the year... and it's late! Turns out I got my head wrapped up in some personal stuff and with working overnight I forget what day it is. Even now, I keep thinking it's Saturday, but nope, it's Sunday. I don't even KNOW where Friday went? The bonus is, that in what spare time I was using these last couple weeks to work on Andy Blast I got a LOT of things done! Most of it is housekeeping as I am still in that "avoiding new art and levels" stage of procrastination, but it was all important and some of it came from more player feedback! (Really, if you play the demo ALL feedback is welcome to try and make the game better.) So here's a list of all the things I've done since the last Devlog:
Updated the Itch demo to the same one as on Steam
Fixed a bug in the Steam/Itch demo for the keyboard layout screen to show layout properly
Following changes are NOT in the newly uploaded DEMO:
Changed some internal timing code so V-Sync is no longer a stringent requirement
Due to the above change the game can be run correctly on a VR headset if desired, still in 2D though
Updated the controls menu:
Joystick can now be toggled independent of the keyboard layout
Joystick and keyboard controls are both always shown regardless of which is selected
Game should show you an "N/A" if joystick is not detected and default to keyboard
Keyboard is now "always on" in game with the selected control scheme regardless of Joystick status
Added (joystick) tutorial indicators on the first level so it's easier to know what buttons do what
Replaced the "SpeedRun" option with a "Tutorials" option to disable tutorials
Decided to not move forward with Speedrun tracking as LiveSplit would be more accurate and works just fine
Limited max lives to 9
Added a lives counter under the ammo counter for easy identification of lives left
Skeletons now have randomly selected skulls to add variety to them
Updated the Skeleton Walk cycle animation and arm swing animation to be more fluid
That's all for now, but I'll hopefully be more on the ball in the coming weeks! If I'm not it's because big things are happening in my world and sometimes I have to pause my gamedev!
Source
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