Release Update:
- Skeeter's Grid will be release into Early Access on 8/15/22. This update relates to that version.
Personal Note:
- I started work on Skeeter's Grid in January 2021 as a pandemic past-time (after having spent the previous year or so learning game engines, Blender, music production, etc, mostly to teach my kid), and it has since my part-time, late-night avocation, because why not? This sometimes drives my wife nuts though she's been generally (and usually extremely) supportive. So, it's been fun, but it's time for me to round the bend and finish the game, and if all goes to plan, this game will be done within 5 months. I've built everything from scratch (except the particle and save systems), and continue to do so, which makes 5mo feel a little daunting sometimes, but the deadline is important to keep me from fiddling with features.
Changelog:
Skeeter's Grid v. 0.1.0_early-access includes all un-versioned work completed up until now.
Notable updates included in this build:
- Skeeter's Grid includes seamless level loading, but there were times when it was possible to step into the elevator before the next level was loaded causing Skeet to... just sit there. I've added a condition to detect Skeet just sitting there and kick off the elevator once the level is loaded.
- I've tweaked a few of the tutorial levels to make them slightly harder.
- Even though I can't imagine anyone getting far enough for this to matter, but I did add a few new character sprites as well as added a default sprite for any I haven't created yet. Previously the default sprite was Skeet, which made it look like Skeet had lots of siblings. These sprites are part of the core-collectable system.
- Curson hides when game starts, because this is included in Valve's best practices.
Plans for next build:
- Stability fixes (as needed)
- Next phase level work
- Possibly some music work if the sprit leads
TYFP