Full notes
Full Dewdrop update
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What changed
- Store
- UI and audio
- Gameplay
Dewdrop changes
It's almost been a month since I released the store page for Dewdrop, and we've already surpassed 100 wishlists!
Thank you so much to everyone who has checked out the game and been excited enough to hit that green button. It means a lot to me and makes me even more determined to turn Dewdrop into the best game I can for all of you.
I wanted to use this announcement to share some of the future plans for the game. I'll be releasing an update that teases more of what's coming in the full game. Any visual improvements or quality of life changes from the full version will also continue making their way into the demo over time, which you may have noticed I've already started doing.
If you haven't tried the demo in a while, give it another shot and see what's new!
As for future features, there's a lot planned. Here's a rundown of some of them:
Disabling note spawners and vines
A "blank" vine with no leaves that produces no sound when hit, effectively functioning as a rest in the beat
Grab mode, which lets you move an existing vine or note spawner
Selecting individual notes for individual vines, so if you want a bass vine to only play one specific note, you can choose it before you draw
Changing the octave of a vine, which is already in the settings but needs to be exposed in the interface
Channel bus effects like reverb, delay, and phaser that you can customize for each vine's dedicated sound channel
Two more default sound banks, one with flowers on the vines instead of leaves and one with mushrooms
And way too much more to even list, most of which is already in the full game
That wraps up this post. I hope everyone has a wonderful holiday with their families and friends this Christmas. Stay warm and be on the lookout for more Dewdrop news!
Source
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