Ver. 0.50.0.0 - What's new? - Part 1


Hello! 

As promised on my last post, here is a follow up devlog, and here is the new trailer, if you want to watch again:

So, I started out by organizing and deleting a ton of unused sprite left over from prototyping as I mapped over a thousand sprites of the game to one amazing artboard separated into chapters. A very usual practical thing to do, just didn't previously because I hadn't gone to it earlier. With every sprite assigned its rightful name and all of its settings ready for exporting, updating them is easy peasy. 

This allows me visualise the game as a whole and create harmony. 

 Some artboard sets from Chapters 1, 2, 3 (a lot more hidden away)

With that in place a major overhaul as started to take place. From the first to the final chapter, covering art, audio, narrative and gameplay mechanics. 

So what's new? 

MENUS:

  • Changed the title screen opening options;
  • Level menu now has icons  and backgrounds matching color and particle effects of current chapter;
  • Challenge hierarchy - the key is the main objective and only once collected the secondary objective show goal values;
  • The pause menu has new effects and elements change color accordingly to current chapter;
  • Victory screen - removed white background;
  • Also on your first playthrough this screen will be automatically skipped as you follow directly to the next level.  When going back to replay the level the finishing screen will then appear showing the goals you have achieved. This information is also available on the pause menu;
  • Fixed - Structure, objects depths and fading animation;
  • Unlocked Level Dialog Screen has finally received some attention;
  • Font change and several localisation measures have taken place to facilitate the addiction of new languages;
  • Accented letter are now available;
  • New music for Tittle Screen and HUB with the previous single music track only being available on the intro;

CHAPTER 1: 

  • Changed the design of the Blue Block and polished the vortex appearance;
  • Added the '' Glowing Tiles'' effect on moving Blocks, background lighting and gradients;
  • Changed the way the background grid is rendered making it look sharper;
  • Added background effects and reviewed particles, now having slight changes in animation over the course of the first 9 levels;
  • Level Design: revisions on level 5 and 9;
  • New auto tiling code. Walls have a lot more sprites than before;
  • Changed level transictions;
  • Added and reviewed dialogs in several levels;
  • Added sfx to blocks;
  • New music tracks that convey an emotional progression throughout the chapter;
  • Added death on more than 99 moves for that rare case in which you have kept going or just got stuck;

BUG FIXES:

  • Starting levels with 1-Bit explosions;
  • Sound volumes not affected by general volume adjustments;
  • Pausing and quiting not following to the level unlocked cutscene when all keys have been collected;


And a lot more, I have yet to write it down nicely, will cover it in part 2.

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Stay safe and have fun!

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