Full notes
Full Fluff's Adventure: A Tale of Fur and Steel update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Hello dear Fluff fanatics, Here's another sign of life from me. The last few weeks have been very successful and have really catapulted the game forward. I also had the fantastic opportunity to show my game at Gamescom! But first things first.
What changed
- Fixes
- Gameplay
- Maps
- Performance
- UI and audio
Gamescom and Fluff's Adventure
Gamescom - the biggest games fair in the world. Hundreds of exhibitors, games and game enthusiasts in one place. And Fluff's Adventure was right in the middle of it all this year! I never thought I would be there as an exhibitor to present my own game, but that's exactly what happened. You had the opportunity to try out the game at the Jugendforum NRW stand, and I got the space myself via the Indiehub. A big thank you to both of you! I made a video for the Gamescom appearance that gives you a little insight into Fluff's adventure on site:
I also had two appearances where I could talk about my game and the game development itself. In the first appearance at BASF Gaming I was able to show Fluff itself:
The second appearance was more professional: At the NRW Youth Forum, there was a panel discussion on the topic: From Passion to Profession. Here I spoke together with other development teams, all of whom have approached games at a much more professional level than I am currently doing.
How is Fluff's Adventure coming along?
But let's get to the important topics. Gamescom gave me the opportunity (similar to the Indie Game Fest) to let you loose on the game. My personal conclusion: the changes and improvements have paid off 100%, players are much more motivated to solve the puzzles and have also got through the levels much better. There have also been many bug reports and feature suggestions via my Discord or in person. The new version of the demo, which is published with this post, has all the things built in that were important for the single player. Some bugs in the multiplayer have also been fixed. Now the second level really gets underway! So check out my Twitch channel to make sure you don't miss anything. And as always: If you've noticed anything in the demo, let me know in my Discord! Have fun with the new version of the demo (changes below) and best regards Your Kai
Patch Notes
Fixed Bugs:
Multiplayer - speech/thought bubble not aligned with second player's camera
Fluff idle animations in main menu broken
Memory slots 2 and 3 do not save the game correctly
Castle puzzle - entry possible with two Fluffs at the beginning
Fluff can still be controlled after interacting with the rotating bar
Castle puzzle - bar pressure plate reacts too early
Castle puzzle - bar pressure plate does not react correctly to cubes
Missing collider on castle
Not accurate collider on walls
Fluff on buildings can be trapped between grid and platform puzzles
Multiplayer - Second player character controllable in cutscene
Bypassing the first gate around the wall possible
Patrolling NPC Fluffs no longer move after a while
Grid puzzle - When entering the puzzle short popup of input hint without reason
Grid puzzle - With frame-perfect column movement towards each other, the columns can slide into each other
Grid puzzle - Collider of the right wall is missing
Level skip possible via starting house
Path behind the first gate is too high - Green Fluff gets stuck on the path and has to jump
Change Fluff during the fall -> Fluff does not respawn
Puzzle-relevant objects can fall off the map and then not respawn
- Platform puzzleChaos if you spawn a new cube while already holding one
Texture error on the plateau next to the bell tower
Simon-Says puzzle: Cage with wooden plank can block a Fluff that is directly underneath it
Missing collider on the way to the first gate
Multiplayer - double jump possible by jumping on top of each other
Treetop colliders block paths
Multiplayer, grid puzzle: Only one indicator for column movement displayed
Large Fluff gets stuck on paths and trees
Infinite “feelers/antennas” when antennas get stuck on objects
Parts of the castle at the castle puzzle do not reach the ground
Vegetation floats in the air
Level skip past final elevator possible via canopies
Implemented features:
Activated cables - Shader-based “wave movement” of light from the trigger
Display antennas of following Fluffs in the color of the followed Fluff
Place cables on pressure plates to gates
Y-axis inversion for camera control
Grid puzzles - enable dragging of columns
Transparency of assets (trees) in the field of view
Make the rotation speed of the camera customizable
Source
Changelog.gg summarizes and formats this update. How we read updates.
