What is Squillamorph?
Get the game on Steam Early Access!
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Below is the development log for Squillamorph. It is GIF heavy and it might take a while to load them all.
Hello everyone! The Squillamorph Christmas update is almost ready! I'm currently in the final stages of making it and I expect that it will be ready sometime this week. Keep an eye on the Squillamorph socials to find out when it goes live!
In other news, I took part in the Yogscast Game Jam over the weekend! If you want to play the game I made for it then click here. If you can rate it too then that would be great!
The Past Week's Progress
The Mutagen upgrades were a big focus for me this week. I talked about the changes I am making to the upgrades a couple of weeks ago but it involved creating a menu system to equip them. By far the hardest part of making the new system was getting it to work with the saving method I use but I got it working nicely. The new system feels good to use and really improves the mutagen upgrades by allowing the player to choose which upgrades they are using.
The new update will wipe the local leaderboard. This is because I am adding play-time as an additional entry to it and it will break if entries without a time are included. I decided to re-implement this after receiving requests for it. It had been a big part of the leaderboard at EGX but I thought that it might not be as relevant for Early Access. However, it is now back in and I am excited to see how fast the game can be played!
I've also got the Kragon boss a bit further along in development, adding a new stage to its fight. However, there are currently no indicators as to what players should do near the end of this new stage. If players are paying attention then they'll be fine. The fight is still a way off being finished, which was not my original intention for this update but more important things took priority.
The new enemy attack warning effect, which I discussed last week, made combat clearer but was slightly too chaotic. I reduced the spread and quantity of the exclamation marks but it was still too much. I have now completely changed it to a single mark that hovers above and moves with the enemy. This is the clearest it has been and I am much happier with it like this.
Lastly, I'd like to mention that I have changed the in game cursor from an object to a UI element. This means that it no longer jitters as the player moves and I am pleased with the quality difference it makes! It's always the little things.
My plan for this week is to finalise and test the game so that I can get the update out this week.
If you like the look of the game, please consider getting it on Steam. It is still quite early in development but the more feedback I get now, the better the final game will be!
I hope you enjoyed today's post! Thanks for reading!
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I'm the game developer for Squillamorph! I'll post here on the devlog as often as I can.
I'm currently looking at an Early Access release very soon. Stay tuned for updates!