[Development Notes] State of the Game - February/26
Throughout February, we focused on improving both the atmosphere and the technical foundation of the game. We began the development of the new "Innerforest" level, which will serve as the second level of the game.
Full notes
Full Sparky Rush: Purrils in Pawsville! update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
0 fixes7 additions4 changes0 removals
Gameplay
Balance
addedThroughout February, we focused on improving both the atmosphere and the technical foundation of the game. We began the development of the new "Innerforest" level, which will serve as the second level of the game. We also added a new track to the soundtrack titled "Pawsville Sunset," specifically composed to better capture the intended mood of the Pawsville level.
changedOn the gameplay side, we began the partial implementation of the "Breath Rush" skill, which finally grants the player the ability to swim and explore underwater areas.
addedA significant portion of this month was dedicated to implementing animations for additional enemies and refining their behavior. We rolled out new animations for the "Proxy" enemy and for our new mini-boss, the "Sentinel." We also performed a major restructuring of the enemy base code, introducing general improvements that will make combat more fluid, robust, and easier to scale as we add more variety.
changedAs a direct continuation of our January groundwork, we moved into implementing the core codebase for both the Demo and Release versions of the game. We are building this through conditional flows within the project, allowing us to efficiently manage both the "Demo Version" and the "Release Version" from the same source code. This technical structure also supports the integration of specific endgame content, such as the Bad Ending and Sparky Hell mode for the final release.
addedDevelopment of the new "Innerforest" level (in progress)
addedNew soundtrack song ("Pawsville" level): "Pawsville Sunset"
Sparky Rush: Purrils in Pawsville! changes
addedThroughout February, we focused on improving both the atmosphere and the technical foundation of the game. We began the development of the new "Innerforest" level, which will serve as the second level of the game. We also added a new track to the soundtrack titled "Pawsville Sunset," specifically composed to better capture the intended mood of the Pawsville level.
changedOn the gameplay side, we began the partial implementation of the "Breath Rush" skill, which finally grants the player the ability to swim and explore underwater areas.
addedA significant portion of this month was dedicated to implementing animations for additional enemies and refining their behavior. We rolled out new animations for the "Proxy" enemy and for our new mini-boss, the "Sentinel." We also performed a major restructuring of the enemy base code, introducing general improvements that will make combat more fluid, robust, and easier to scale as we add more variety.
changedAs a direct continuation of our January groundwork, we moved into implementing the core codebase for both the Demo and Release versions of the game. We are building this through conditional flows within the project, allowing us to efficiently manage both the "Demo Version" and the "Release Version" from the same source code. This technical structure also supports the integration of specific endgame content, such as the Bad Ending and Sparky Hell mode for the final release.
addedDevelopment of the new "Innerforest" level (in progress)
Throughout February, we focused on improving both the atmosphere and the technical foundation of the game. We began the development of the new "Innerforest" level, which will serve as the second level of the game. We also added a new track to the soundtrack titled "Pawsville Sunset," specifically composed to better capture the intended mood of the Pawsville level.
On the gameplay side, we began the partial implementation of the "Breath Rush" skill, which finally grants the player the ability to swim and explore underwater areas.
A significant portion of this month was dedicated to implementing animations for additional enemies and refining their behavior. We rolled out new animations for the "Proxy" enemy and for our new mini-boss, the "Sentinel." We also performed a major restructuring of the enemy base code, introducing general improvements that will make combat more fluid, robust, and easier to scale as we add more variety.
As a direct continuation of our January groundwork, we moved into implementing the core codebase for both the Demo and Release versions of the game. We are building this through conditional flows within the project, allowing us to efficiently manage both the "Demo Version" and the "Release Version" from the same source code. This technical structure also supports the integration of specific endgame content, such as the Bad Ending and Sparky Hell mode for the final release.
Finally, we finished the 3D model for the "Secret Boss".
In summary:
Development of the new "Innerforest" level (in progress)
New soundtrack song ("Pawsville" level): "Pawsville Sunset"
New animations for the "Proxy" enemy
New animations for the new "Sentinel" enemy
Restructuring and improvements to the enemy codebase
Partial implementation of the "Breath Rush" skill: swimming power
Implementation of the codebase for the Demo and Release versions of the game
Implementation of the Bad Ending in the Release version
Implementation of "Sparky Hell" in the Release version