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

DISCORD       WEBSITE       STEAM

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

CirrataGame002007.zip 409 MB
3 days ago

Get cirrata

Download NowName your own price

Leave a comment

Log in with itch.io to leave a comment.