Dev Alpha 22: Big update


This one's a long time coming but it was worth it. I'm now to the point where I am going to start implementing a tutorial level to naturally guide the player to understand all the different color mechanics. 

"No UI is the best UI" is what I want the leading principle to be for the game's level and UI design. I want things to flow naturally with minimal (and especially not unnecessary) interruption. In the same way I personally don't want my experience interrupted by having to dig through menus, so I want to find cool ways to get around them. Obviously some UI is still required, but my goal is to minimize it. In fact, I love UI and am a web developer in my daily job, I've learned from experience and smart people have taught me that the less interaction it takes to get to the core function or "mechanic" the better.

Do note that because of how many visual mechanics I tweaked the web version looks pretty bad. It's difficult to optimize this game for the web because web exports do not handle strong lighting effects as well as Windows/Mac/Android/iOS do. In fact, it always looks worse on the web. That said I do plan to keep a playable web version up, it just might not always look as good. (shameless plug to download the native versions (it's actually free just say "take me to the downloads")). While I'm on the subject I do plan to do mobile builds at some point but I want a tutorial level in place before that, which is my next step.

Here's basically all of what all I changed in no particular order...

  • added background art
    • generated using Stable Diffusion (webui) locally (on my GPU)
      • I did not include any specific pieces of art or artists in my prompts
      • I did find a hugging face .ckpt that was trained for 2D-game-esk levels
    • I needed something to get the vibe, this is absolutely NOT FINAL.
    • if you or somebody you know can and would be willing to do background/level art (tilesets/spritesheets) hit me up in the Discord (link on the GitHub page, you can open a GitHub issue if you can't reach me that way)
  • tweaked many visual parameters (borked the web version)
  • many player improvements
    • made Cosmo's legs and antenna respond to velocity and flap in the wind
    • made Cosmo's legs darker: you couldn't differentiate them very well
    • made it so that white is an overall buff to all stats and the absence of light (black) is a debuff to all stats
  • tuned stealth...
    • lowered the threshold of blue purple you need to be to be able to turn off your light
    • made it so that when you're in the stealth effect you're completely dark
    • made is so if the Cosmo's light is completely dark, the player starts to die and has 7 seconds to get more light
    • added some nice audio effects related to stealth (you have to listen for yourself, stealth = bluish purple)
      • my DAW experience is coming in very handy
  • added the Lanternfly enemy that vampirically takes your light away. One's not all that bad but when there's a bunch of them it gets interesting
  • cleaned up a lot of code
  • fixed long standing bugs
    • one where velocity was being handled out of order
      • learned that it's good to go back and clean up all of the code I wrote in my first week
      • cleaned up the function to just accept a velocity param. Used "self.velocity" parameters to be explicit
    • plenty of other smaller bugs, some of which were introduced by these changes
  • tweaked the scale and zoom of the menu screen so it feels more roomy and the transition to playing feels more intimate

Files

lavity_dev_alpha_22_web.zip 132 MB
59 days ago
lavity_dev_alpha_22_windows.exe 227 MB
59 days ago

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