Monday, January 5, 2015

STM: December Status Update


Despite the long December holidays, we're still hard at work on Super Tiny Monkey. I really don't know myself how, but we managed to put in quite a number of new features in time for our target release date. I'm personally excited to tell you all about these latest additions to the game.

Here's the video that shows all the new features of the game:




In case you couldn't watch the above video, don't worry. Just read on and don't hesitate to drop a few comments afterwards.


Acts and Storytelling

If you've been following the game development from the start, you'll recall my previous article about the game's plot. We want to put this backstory in the game itself, and we've decided that the most feasible way is to present it using comic strips.




The comic strips come in full color. While they don't have speech bubbles, we try to make each panel come alive by adding sound effects and contextual animations. These strips tell the story for every Act in the game, and acts as the prologue for their respective maps. We believe that by adding these fluff pieces gives the game more depth and personality.


Unlocking Boss Maps

I mentioned in a previous video that the Razor Wings map will be available to players at level 15. Some people felt that it will make the game a little too grindy. After some reevaluation, we decided to lower this requirement to level 11. We adjusted the player's progression and by level 10, you would have learned all the abilities at their basic level. All that will be left for your character's improvement will be upgrading these abilities.





Future boss maps will have the option of purchasing them to be unlocked. For Act one however, it is not possible to unlock the Razor Wings map by purchasing it, as we don't want the players to bypass the crucial learning levels.


Spitoon Super Power

The third and final super power our hero can learn is the Spitoon. It's basically a bullet fired by the player that travels in a straight horizontal direction. This gives the player a long range offensive option, and while it's much cheaper than power dash, it's also weaker.




Just like the power dash, it can bring down enemies (eagles, and boss, at the moment) but not poacher Rico, or the poacher hanging by the trees. Future maps will feature more of these enemies that can be brought down using offensive powers.






New Side Quests


As with the Forest Edge map, the boss map will also have its own set of quests. They're also entirely optional, although I'm sure players will inevitably complete them as they play.


Game Assistant

One thing we observed from the players during a public demo is that when they die twice or thrice too early into the game, they give up, stop playing, and move on. While it is our goal to make the game challenging, we don't want to discourage new players. Instead, we want them to feel welcome into the game. This is how we came up with the game assistant.



The game assistant is basically a tutorial system, only we didn't make a separate tutorial map. The assistant will appear from time to time, usually at the beginning of a run, in order to teach the player the basic controls, and of any new abilities that have been unlocked.




Your assistant is more that just a tutorial. He's an actual game character with a personality of his own. His name is Paru, the rainbow butterfly. Aside from teaching you how to play the game he also give his accounts of the events and experiences of our hero. We want to design a cute, lovable, yet witty side character in Paru.

We're almost ready for release with Act One; we're just polishing some stuff here and there, so hopefully all will be ready for release this month. To keep yourself updated of any news and announcements, all you have to do is subscribe. As usual, you can follow us from the links below:

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Website: http://hobbigames.com/

-- LJ


To contact the author, just send your e-mail to hobbigames@gmail.com

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