What is Squillamorph?
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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! Over the past week I've mainly been making improvements to the systems of the game. I have made a bit of progress on the visuals but not as much as I had initially planned. Anyway, lots of exciting things to cover in this post!
I was testing the game early last week when I realised that I had done nothing to highlight the wave based spawning. The only thing that did highlight the current wave was a number on the HUD. So I made an announcement machine asset and an ominous sound effect to indicate the start of a new wave. The symbol on the machine matches that on the HUD so players can associate it with the wave system. I spent some time on the
animation and sound for it, which I am very happy with. While there is only one of these announcement machines in a level the sound can be heard from anywhere within it. I've also made a small animation to highlight the wave number increasing on the HUD. The new changes do a decent job of making the waves noticeable without being too intrusive on the gameplay.
I focused quite heavily on leaderboard improvements this week. Currently, its only a local leaderboard but it needed some improving. I've changed the sorting method to sort entries by how far through the game the player got, in percentages. Then it sorts entries by the player's score. This direction I've taken the leaderboard in gears it towards completion rather than highscores. I've done this mainly for future events I take the game to, which will hopefully encourage players to play more of the game. My goal for the game's leaderboards would be to have an overall leaderboard, which players would be added to on completion of the game. I would also like to have a leaderboard for each individual region, but these are long term goals and would only work as online leaderboards.
Reactor K Updates
I've only managed to do a few updates to this region. I did fix the climbing issues I mentioned about the Kobold last week. I reverted the change I made that applied gravity when both its feet weren't on the ground because this was not a good solution for gameplay. Instead I altered its pathfinding method slightly so that it can't move up as much on open tiles, which solved the leg problems I had last time. I've also put a few more scenery assets into the region. One of them is a new smaller coolant sphere machine, based on the large one I showed in the last post. When making the normal map for this one, I also improved the normal map for the larger version, making it more spherical. Hopefully, I'll be able to improve the background scenery further over the next week.
That's it for this post. I hope you like the progress updates! I expect to be working on general improvements and cosmetics over the next week, which you shall be able to see in the next 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.