Fech The Ferret 0.7.0prealpha
SPICY:
-2019-06-28 (and 2019-08-27) Vastly improved and reorganized menus, advanced settings menu is now accessible
-2019-07-19 No more clipping through walls when Fech is on all fours
-2019-08-01 Added controller rumble for maxDash and falling from heights
-2019-08-11 Implemented a new tool/workflow to create ara levels [scrapped from 0.7.Xprea]
- 2019-08-15 Ara levels support neon lights flashing to the beat and infallible rhythm syncing [scrapped from 0.7.Xprea]
-2019-08-20 (Added support for pal pulling)
-2019-09-08 Powie and pal pulling fully implemented
-2019-09-21 Marble Quarry's playable hub added to the demo
CHANGES:
-Little touch-ups to menu colours
-Some under the hood tools upgrades, workflow improvement, deletion of old unused files
-Old core gameplay code has been somewhat simplified and improved
-Physics now runs at 30fps (instead of 60) resulting in lower CPU overhead
-Menu is now partially navigable with a controller
-Lowered auto-camera sensitivity a little bit
-Fech slows down when you walk against a wall, you lose momentum if you were dashing
-Slight changes to movement sensibility and accelerations, both walking and on all fours
-Slight improvement of dream00 level design's clarity by simplyfing shapes and making colums trigger their animations earlier
-Fixed and slightly improved jump falling physics
-Updated game icon
-Beat syncing code upgraded to detect music instances' volume. Full support of music crossfading
-Some little improvements to Fech's model and animations
-2019-08-16 Manager scripts are now referenced as singletons instead of being searched individually, likely a negligible performance boost
-Manual camera rotation is a tad faster
-Now while wallDashing you can see more of what's ahead
-Once started wallDashing you can't fall off unless you deliberately stop climbing
-Coyote time has been extended from 2 frames to 3
-Options menu is now less cluttered and easier to navigate thanks to smaller text and one column design
-Options menu's background is now semitrasparent so you can immediately see the effects of graphical changes
-Better UI scaling for 16:10 and 21:9 aspect ratios
-Menu animations are slightly faster
-Added option to use bumpers instead of triggers to move the camera
-Added splashscreen about gamepad usage at startup
-Startup animations can now be skipped
-beatDashFX is now a bit faster so to look more synced to the beat
-Controlling Fech at high dash speed now feels "heavier"
-Fech's aligning rotation is smoothened once you rotate the camera
-Added lightmapping to marble quarry for better environment shading and much improved more performant shadows
-The addition of lightmaps increased the build size by 67%
-Motion blur strength has been decreased for better experience on lower fps gameplay
-Jumping when Fech is walking on two legs now looks nicer
-Camera's shots have been tweaked to empower the current action/playstyle
-Fech is pinker
-There's a longer delay before he starts walldashing faster than before, resulting in a more "snappy" pacing. It helps you plan your next move.
-Overall shadow downgrade could drastically improve performance on low-spec setups
-Slightly improved dash animations to make them look less robotic
FIXES:
-Fixed controls menu's font
-You can't pause during the intro cutscene anymore
-Fixed bug that made opening the menu again not possible
-No more little beat sync fx oddity that made the effect appear more frequently than it's supposed to at the beginning of dream02
-Improved camera underpass behaviour, simpler more stable code
-MaxDashFX (the one big burst of white stripes) can't trigger multiple times if it's already playing
-Removed the useless Rigidbody component from Fech
-Fixed autocamera turning off in dream00 if you died after dream02 had loaded
-You can't accidentally fall off a wall while wallDashing because of a too sudden change of direction
-Thanks to a little trick, it's now a tad easier to plan Fech's landing on all fours
-Found and fixed critical bug that made jumps performed in coyote time have a quicker and more sudden fall
-Coyote time is now framerate dependant (it used to be 2 frames no matter if the framerate was 60 or 30)
-Solved all mouse selection issues in the menus
-Supposedly fixed bug that made the startup animation not load or only play partially
-Overall slightly smoother startup
-Fixed fech being able to turn around in the pause menu
-Improvements to the garbage collection: lag spikes are a little less frequent
-Reduced bugs related to the lack input on the left thumbstick
-Toned down graphics on the unnecessarily taxing intro cutscene
-Fixed bug that let you go in quadruped or dash mode while Fech can't move (intro cutscene, pause menu)
KNOWN BUGS:
-Camera is able to clip through walls while dashing
-Evident lag spike after first pressing Play
-Selecting via controller in the menu is an inconsistent experience
-Anti-aliasinging bug (cutscene intro can look nearly pitch black)
-Some column animation triggers in dream00 are probably less reliable than before
-Unpausing using the menu button on controller (or escape on keyboard) can result in the menu closing animation not playing
Files
Get Fech The Ferret (alpha)
Fech The Ferret (alpha)
Fast and loud adventure about a pink ferret who parkours
Status | In development |
Author | Raoul William Braghieri |
Genre | Platformer, Rhythm |
Tags | 3D Platformer, Colorful, Cute, Fast-Paced, Furry, Parkour |
Languages | English |
Accessibility | Subtitles, Interactive tutorial |
More posts
- No Devlogs? - Moving communication to SteamJan 10, 2024
- 0.9.0a Devlog - Marmocle and new systemsMay 24, 2023
- 0.8.1a Develog - HotfixesJan 30, 2023
- 0.8.0a Devlog - New hubs and activitiesJan 26, 2023
- Fech The Ferret 0.7.4alpha - Second round of fixes!Nov 08, 2022
- Fech The Ferret 0.7.3alpha - First big round of Early Access fixes!Oct 22, 2022
- Fech The Ferret 0.7.2alpha - Early Access Release!Sep 23, 2022
- Fech The Ferret 0.7.1alpha Online DEMO - SAGE 2022Sep 02, 2022
- Fech The Ferret 0.7.0alpha Online DEMO - SAGE 2022Sep 02, 2022
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