CIRRATA - New play test demo! v20.07
There is a new demo available for download here on itch.io! I have been hard at work improving systems, adding content, and fixing bugs.
I reworked the world layout after having some play testing done and getting player feedback. I really want to make this a game that people enjoy. Please join the Discord if you have interest in what Cirrata will become!
TLDR:
There is much more coming to CIRRATA! major things since the last demo:
New mini boss fight
More kitchen power-up food systems
New power-up food items
New Post-Processing FX
New Lighting Engine
New World layout- for faster early game progression
New ULTIMATEs for Pan and Hammer weapons
Updated HUD with button indicators
Updated Inventory system with much more player info
Reworked options and title screen menus
New game save stats page
MUCH performance optimization
DEVLOG: since last posted demo.
7/14/24
fixed pause screen background sometimes in the wrong spot and/or scaled wrong. (windowed mode)
fixed more issues with pause and inventory screen backgrounds being scaled and/or sized wrong. this time while in full screen mode
figured out how to export from gamemaker to visual studio code (c++)(runs way more efficiently)
fixed issue where player would sometimes be stuck in idle animation when moving to the left
added ability to delete save games from title menu options menu screen
got the game running well off steam deck at 4k on a external display
drawing new food item
drawing more food items
level design work - leading up to codename birdboss room
world layout rework for faster player progression and earlier intro to main rogue-lite mechanics
major map changes and tweaks, new story npcs added
added simple controls to hud for spirit use (heal and shield)
fixed glitchiness of the button indicator for when you walk up to a npc that you can talk to
more food turn in mechanic work
fixed missing light sprites in "level11"
fixed spawn location of player main knife pickup not in the wrong spot
fixed lighting in lower frog bar (you can see now)
added hud button indicator for burst attack
more reworking overworld map
added secret door #2
added a new indicator icon for NPCs with important items
added direction audio emitter for new indicator
fixed some layering issues in frogbar
added npc thats gives you a free food item gift in town
added a early game secondary weapon find
added signifier to help player find main weapon
moved a important npc into town
added more on screen help pop ups
fixed a wall and floor collision issue in frog town
new dialog npcs
tweaked camera when you leave kier's house
added randomized enemy spawner
added new zone title + lore info gui when entering nuetral and hostile zones or just important zones of note.
level design work
added npc alert icon indicator to more npcs
added gui screen title for when you step into the frog town
more detail added to frogtown
new zone layout and design setup work
level design work - new biome
new biome art design work
the game should now detect your monitors resolution and run at that resolution upon first time launching the game and launch in full screen. has some issues if you have multi monitors and one of them being ultrawide
redoing the mini map and changing all mini map coordinates according to the new world layout (very time consuming)
fixed many small miscellaneous level issues.
color coded non hostile (blue) areas on the mini map
added hud indicator to explain how to use ULTIMATE - shows when the right conditions are met
added background icon for shield charges to hud
removed hud weapon particles because they implemented a very long time ago to convey mechanics in a way that is redundant now (saves on performance too)
added hud weapon gamepad button indicators
changed the images and fx on hud weapons
fixed issue where room titles would show every single time you enter a room instead of just the first time
fixed issue where the the camera for frogtown screen title would not go back to the player when done
finally named the frog town
new font work
more weapons hud work - improved graphics and more dynamic - signifiers for powerups
more font work
more font work
increased dialogue text-box size for less cramped text
modified the death screen
l3L2 level design work
the "pit" is now easily escape-able
moved a key npc to a new location
level design work - level44
mini boss drawing work
font work. now has title font and then story book page fonts for different things
Some new hud item QoL drawing
fixed many screen indicator text alignment issues
fixed penguin landing causing a squish sound
kier no longer quickly looks at the player when idle.
fixed a big issue with gliding up onto a ledge when you are slightly lower then a ledge : sometimes while you are already gliding on top of a platform and then you hit a wall during that glide you would shoot up to the top of that wall no matter how tall the wall was. (spent many hours on this )
fixed layer issue in frogtown, the trees were floating
hud icon drawing work
new biome asset drawing work
main weapon on the hud now turns red and glows when your damage is up
secondary weapons on HUD now turn blue and glow when they are powered up
added hud indicator for when you try to use a blue spirit and your shield is already full
changed the health is already full indicator to new indicator style (story book font)
disabled particle emitters for when the player has DMG up and/or MOVE SPD up. the HUD now conveys this information
fixed issue with Bat enemy with shield. when caught on fire the fire image was offset incorrectly
fire now gibs dead enemy bodies
improved graphic and motion of shield orbiter
changed fire sprite
reworked run movement code and animation controller for run. was much needed to smooth everything out and prevent getting stuck in the wrong animations (hours later) felt slippery before too (edited)
hud weapons, shields and spirits all have fx that correlate to each other based on what they do and if they have an effect on each other
shield orbitor now orbits vertically as well as around the player (easier to see how many you have)
added blue glow around player for when you have shield charges
added red glow to player for when your damage is up
drawing work on new biome assets
Five new world assets drawn
fixed player not having main weapon stuck in walk animation bug
fixed blur layer issue in frogtown
fixed unaligned light flares in frogtown
foot stomp now breaks pots
Overhauling lighting system. It will now use shaders as well as what was used already (HDR shader for example). Will be using Crystal lighting engine.
Disabled 3d camera (was only used for zoom system and parallax system). This will allow MUCH more freedom with shaders.
Implementing new Parallax system
Implemented new Camera Zoom system (built off the old one)
Fixed crash when entering "frogtown"
'above ground biome' - new parallax coded and aligned.
reduced background depth blur 6 -> 4
added missing BG blur in a underground room
lots of work on the new system to run vertical and horizontal parallax
new lighting system work. added "sun" element to each biome
frog bar new parallax work
Created new frog npc animation
kier's house new parallax work
added new light object to kier's home
added new light object to frog bar
disabled/fixed - player could still attack during dialog
tweaked the lighting a bit in all biomes
bug fixed - 90% sure - sometimes after a ledge glide the player could dash insanely fast and far in whatever direction the slide was in. forever, and repeatedly until the player jumped or fell.
fixed spacing issue with dialog text-boxes
changed the method and the message for right after the player loads into the game again after having died
fixed alignment issue with basement gateway
new lighting system work
frog bar detail work
new frog animation
added hud icons for food eaten part of hud
drawing work on new biome
new lighting system work
more lighting system work
fixed a bug where when the player landed he would go immediately to the idle animation even if he was still sliding on the ground from momentum. (would be standing still sliding forward)
LOTS of lighting system work
fixed issue with bottom part of the front parallax not showing in the training course room
New biome drawing work
More lighting system work
More lighting system work (shadows are now working)
added new lighting engine lights to above ground zone
added new lighting engine lights to frog bar and kiers house
added new lighting engine lights to menu screen
added new lighting engine lights to menu screen
started adding new lighting engine lights to underground biome.
Fixed ground collision issue in underground biome
added new lighting engine lights to another underground room
fixed some background misaligned sprites
bird mini boss animation work
more lighting work in underground biome
fixed issue with on screen hud low health blood fx not being scaled right and positioned wrong
parallax fixing for new parallax system in underground biome
started working on new lighting system in the sky biome
new parallax system work in sky biome
finished implementing new parallax system
finished implementing new light engine
birdboss animation work
added "hold to skip" for game intro
added new "buy item" text background
new background for bottom of screen gui indicator
misc layering issues in frog bar fixed
Animation work for miniboss
new biome drawing work
adjusted sky biome background image
imported a memory manager for better memory optimization
main menu gui work
fixed bug with main menu options/graphics/audio menu displaying wrong font
added new pane at main menu for when you hover over a save game file that will display game stats. testing the feature. barely implemented.
reorganized the main menu format. now :
Play
Options
Join Discord
Wishlist
Quit game
added game statistic board for each save game in the proper spot. no stats yet
[5:38 PM]
made discord and steam icons bigger and more centered on main menu. they also only show when on the corresponding menu selection.
audio options on main menu now has a master volume slider
added music volume control slider to main menu
added value numbers next to each slider bar
added SFX volume slider to main menu options
added resolution set slider
added full screen toggle checkbox
added the new audio and graphics format from the main menu to the in game option
finally got this working. you can now turn off the full screen particles and turn them back on again without restarting the game
added VSYNC toggle to menu and in game options
game will now remember all your volume and graphics settings as long as you load or start a new game
game will now save game options when you save and quit
game will now save game options when you die
added 4 game statistics (enemy kills, boss kills, currency, player deaths) to main menu saved game panel
added a new icon for each save slot
added confirm to delete save game dialog when trying to delete a save game
fixed issue where the game wasn't setting the saved volume levels when opening the game
added select and cancel button indicators to main menu
added light source to secondary pickup charges
fixed bug where interact button indicator would be created multiple times creating a memory leak
increased distance in which unshielded bats will chase 600 -> 1000
increased speed in which unshielded bats will chase 2 -> 2.5
fixed bug where unshielded bats image speed would not change when their movement speed changed
Now when picking up a new secondary weapon the one you were holding previously will fly out in order for you to pick up the old one again if you decide to.
items that fly out of the player or objects will now only fly out to either side instead of sometimes only going straight up and down
game will now only give you the dialog for secondary weapons the first time you pick it up.
fixed loot coming from cutting grass sometimes getting stuck in the ground
modified food items price format in frog bar
level design work in frogbar. (expansion)
began reworking damage system to future proof. (originally damage could only go up to 99 per hit).
note: I would like to have the potential to deal above 100 damage per hit later in the game.
more level design work in frogbar. (expansion)
food mechanics work
fixed crash when starting game for the first time on a pc (missing variable)
attack damage is now a random whole number within a set range generated every hit rather then randomly picking from a set of numbers.
damage inflicted by player is now a wider range of possible amounts
new enemey health bars
new damage number font
damage number now show in front of everything else (no longer falls behind the ground or ceiling)
damage numbers will now spawn within a random distance from the enemy hit to prevent overlapping
fixed bug where camera would stay zoomed in when entering the underground
memory management optimization work
added load screens to help prevent in game pauses and stutters
cleaver now does more damage then throw knife
hammer and pan now do upscaled damage to match new damage model
rock minions now do upscaled damage
adjusted far background of underground zone so it can actually be seen
all secondary weapons now break pots
performance optimization work
more optimization work
More texture page optimization
fixed vertical parallax in underground (now it works)
performance optimization work
texture page organization work
reworking Texture Page loading system
new load screen work
level design work to fix some texture page issues
texture page handling and load screen management work
shortened amount of time "alpha game message" shows.
textures for the main menu and first room of the game now load on "alpha game" intro screen
game now goes to a pause screen instead of its own dedicated 'room' in order to load textures
added to options menu: texture filter option (on/off) and also mipmapping mode which may or not have much effect in the game since its 2d
added Post Processing FX to the game (BLOOM, GODRAYS)
removed background BLUR (was extremely performance expensive)
more load screen work
optimized the game and removed approx. 60 texture pages from running
player no longer transitions into rooms off the ground (used to immediately fall entering new rooms)
fixed a bug where the title screen camera would go to the right and get stuck instead of going to the player
added slight sharpen and vibrance Post Processing FX
fixed a bug where loading save game into frogtown player would fall through collision and get stuck
more texture page work
updated website
added new graphics options to in-game pause screen
fixed bug where the player could still move around during pause screen
deactivate outside camera system work
disabled start button exits entire in game options menu - was causing a bug (must now go back using menu option)
more texture page/ load screen work
adjusted lights intensity value to account for bloom
LOTS of reworking Deactivating Instances outside of camera
fixed enemy stomp icons sometimes not being destroyed when the enemy is destroyed
adjusted fireplace lighting intensity
adjusted parallax alignment for fireplace fire
adjusted spirit loot from enemies so it doesnt get immedietly stuck in the ground
more work on texture pages
fixed lighting with bloom in frogbar (less overexposed)
fixed main knife weapon sprite on wrong layer (was behind particles)
fixed lighting with bloom in underground (less overexposed)
more texture page/load screen work (finally almost done)
fixed lighting with bloom in skyzone (less overexposed) (edited)
skyzone level design work / texture page work (edited)
removed blur from underground background layers
adjusted vibrance shader, lowered it a bit
work on a system for on screen messages that places one under another if another is on screen
added new more dynamic system for important gui messages. ie: player speed up, player damage up, critical hits, etc...
added more of the important game messages to new message system
fixed a bug where messaging system would cause many other game elements to fade out too
fixed secondary weapon swapping: weapon that gets drop stoped too high off the ground to show pickup indicator
rearranged HUD
added enemy Kill Total to HUD
hud work and fixing input system work
fixed issue with trying to bind space bar would just make you loop back to choosing a bind key so you couldnt actually bind the space key ever
food item descriptions are now in the inventory screen and not on main hud
overhaul on inventory screen
more inventory work - added ultimate explanation and video (edited)
mini boss animation work
fixed parallax layers in the last underground room that needed fixed
fixed frog corpse that was falling through the floor
new dialog for food item pickups
mini boss coding work
miniboss animation work
miniboss coding work
miniboss animation work
miniboss coding work
mini boss work
mini boss work
added contol buttons for hud when you pickup a new ability
added control buttons for hud for movement tutorial room
mini boss animation work
added consecutive kills to hud
added 2 new food items
added more stats to save game statistics panel
added 1 new food item
Drawing work on a new food item
work on DoT systems (bleed, poison, fire);
BLEED is no longer infinite duration ∞ -> 2.5sec
POISON DOT change: now lasts 9 seconds, ticks every 1 sec
BLEED DOT change: now lasts 2.5 seconds, ticks every .33 sec
FIRE DOT change: now lasts 7 seconds, ticks every .75 sec
BLEED now stacks up to 3x causing increased damage per stack and refreshing the duration each time its applied
BLEED damage is now a % based on the enemies total starting health
DMG numbers now push off each other if too close to prevent overlap
bleed icon now appears above enemy head. 1 per bleed stack
POISON now stacks up to 3x and causes added damage per stack
POISON and BLEED stacks now show icon above enemy head
FIRE damage now spreads to other enemies
fixed damage number text - number now aligned to the left so it doesnt overlap fire,poison,bleed icons
fixed musubi so it works infinitely. will forever heal every tenth kill after picking up musubi
added hud message for when musubi heals you
more polish on fire, poison, bleed systems
kitchen food power up systems work
added section in the kitchen where you can rebuy the foods that you have found previously
fixed spawning system for random generated foods. You can turn in ingredients (TOMI) to the kitchen to have them spawn
game now saves whether you have found each food item and spawns found ones in kitchen for purchasing
underground "level3" background parallax fixed
added crit % to inventory screen
ULTIMATE now triggered by pressing both controller trigger buttons
ULTIMATE now costs: 5 secondary charges and 1 shield charge. old: 10 secondary charges
Work on PAN ULTIMATE
ULTIMATEs now have a cool down
added ULTIMATE COOL DOWN status bar to hud
PAN ULT mostly in the game - (needs polish and 1 new animation still)
removed particles from throw-knife rain ULTIMATE
added bleed and poison mechanic to new mini boss
added fire mechanic to mini-boss
game now saves found foods for when you die and come back to the frogbar
made rumble rock audio fx
new animation for miniboss
miniboss fight work
added brightness and contrast sliders to title screen menu
options menus polish
load screen polish
load screen now displays a randomly chosen phrase every time is load screens
added cirrata heart to load screen
Miniboss fight work
fixed bug where macandcheese could raise your health above max hp
fixed a bug where macandcheese could possibly kill you when you 'purge' it
fixed bug where poke was giving health
fixed a bug where if you kill the duck elite while it was attacking the game would crash
fixed a bug where when triggering ULTIMATE it would sometimes burst attack instead and use your charge for the ultimate
removed 'slomo' because it made the game feel like it was lagging really bad
fixed bug that was spawning 100+ instances at the same time causing major slowdown
you can no longer call upon an ULTIMATE ability while inside your house or the bar
NEW gameplay trailer work
New trailer work
5/04/25
Files
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cirrata
Cirrata is a rogue-lite, metroidvania inspired, action-platformer.
Status | In development |
Author | Cirrata |
Genre | Platformer, Action |
Tags | Metroidvania, Roguelike, Roguelite |
Languages | English |
More posts
- v20.17 Hotfix5 hours ago
- New DEMO coming in early June!7 days ago
- Changes coming next to CirrataAug 09, 2024
- Alpha - v00.19.35Jul 14, 2024
- Hotfix - oopsJul 07, 2024
- More Hotfixes!Jul 07, 2024
- Hotfixes and Ledge Gliding!Jul 05, 2024
- Cirrata - Gameplay Trailer 2024 - and alpha demo!Jun 07, 2024
- Seattle Indie Expo alpha Build 18.01Aug 31, 2022
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