Throughout March, a key milestone was the implementation of the Pawsville Main Quest Puzzle for the Release Version (it is different than the Pawsville Puzzle of the Demo Version).
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 additions3 changes0 removals
Gameplay
UI and audio
addedThroughout March, a key milestone was the implementation of the Pawsville Main Quest Puzzle for the Release Version (it is different than the Pawsville Puzzle of the Demo Version). We also spent time polishing the feel of our protagonist, rolling out a suite of new animations for the "Final Sparky model".
addedAbout the implementation of the enemies, we’ve continued to expand the roster with new animations for the "Operator" enemy. Behind the scenes, we’ve also developed a new generic enemy codebase; this allows us to more easily create and deploy diverse enemy types while maintaining a stable and generic code for different enemies.
addedMusic remains a central part of the Sparky Rush atmosphere, and this month we introduced a new original track, "Visionnaire Etude" (Sweetie's Theme). Along with the new sounds, we’ve overhauled the Menu and UI navigation. Players can now seamlessly navigate using mouse and keyboard or controllers, with full support tested for both PlayStation and Xbox gamepads.
changedMinor fixes to textures and meshes within Pawsville were made to sharpen the visibility of important map elements. We also tackled two critical persistence bugs: one where music and sound volume settings would reset when changing levels, and another where custom player control settings would occasionally fail to save.
addedNew animations for the "Sparky" model (Release Version)
addedNew animations for the "Operator" enemy
Sparky Rush: Purrils in Pawsville! changes
addedThroughout March, a key milestone was the implementation of the Pawsville Main Quest Puzzle for the Release Version (it is different than the Pawsville Puzzle of the Demo Version). We also spent time polishing the feel of our protagonist, rolling out a suite of new animations for the "Final Sparky model".
addedAbout the implementation of the enemies, we’ve continued to expand the roster with new animations for the "Operator" enemy. Behind the scenes, we’ve also developed a new generic enemy codebase; this allows us to more easily create and deploy diverse enemy types while maintaining a stable and generic code for different enemies.
addedMusic remains a central part of the Sparky Rush atmosphere, and this month we introduced a new original track, "Visionnaire Etude" (Sweetie's Theme). Along with the new sounds, we’ve overhauled the Menu and UI navigation. Players can now seamlessly navigate using mouse and keyboard or controllers, with full support tested for both PlayStation and Xbox gamepads.
changedMinor fixes to textures and meshes within Pawsville were made to sharpen the visibility of important map elements. We also tackled two critical persistence bugs: one where music and sound volume settings would reset when changing levels, and another where custom player control settings would occasionally fail to save.
addedNew animations for the "Sparky" model (Release Version)
Throughout March, a key milestone was the implementation of the Pawsville Main Quest Puzzle for the Release Version (it is different than the Pawsville Puzzle of the Demo Version). We also spent time polishing the feel of our protagonist, rolling out a suite of new animations for the "Final Sparky model".
We got more progress in the level design part, including the development of a secret area in the Innerforest (WIP) and another entirely [REDACTED] secret area currently in progress...
About the implementation of the enemies, we’ve continued to expand the roster with new animations for the "Operator" enemy. Behind the scenes, we’ve also developed a new generic enemy codebase; this allows us to more easily create and deploy diverse enemy types while maintaining a stable and generic code for different enemies.
Music remains a central part of the Sparky Rush atmosphere, and this month we introduced a new original track, "Visionnaire Etude" (Sweetie's Theme). Along with the new sounds, we’ve overhauled the Menu and UI navigation. Players can now seamlessly navigate using mouse and keyboard or controllers, with full support tested for both PlayStation and Xbox gamepads.
Minor fixes to textures and meshes within Pawsville were made to sharpen the visibility of important map elements. We also tackled two critical persistence bugs: one where music and sound volume settings would reset when changing levels, and another where custom player control settings would occasionally fail to save.
In summary:
Implementation of the Pawsville Main Quest Puzzle (Release Version)
New animations for the "Sparky" model (Release Version)
New animations for the "Operator" enemy
New original soundtrack (Sweetie's Theme): "Visionnaire Etude"
Menu and UI navigation using mouse/keyboard and controllers (tested with PlayStation and Xbox)
Development of the Innerforest secret area (WIP)
Development of the ???????? secret area (WIP)
New generic enemy codebase
Minor fixes in Pawsville (textures, meshes)
Bug fix: changes to music/sound volume did not persist across levels
Bug fix: changes to player controls sometimes did not persist