Fech The Ferret 0.8.5prealpha
SPICY:
-2019-12-21 Back to work, successfully upgraded to Unity 2019.3
-2019-12-25 Began making Marmocle
-2019-12-27 (mostly) fixed Fech's jerky rotation
-2019-12-28 Sliding along walls
-2019-12-28 Added life UI (only on two legs)
-2019-12-29 Added life system
-2019-12-30 Fixed all known camera bugs
-2020-01-03 Upgraded the the new Unity Input System and rewritten the input management framework to support rebinding in future builds
-2020-01-06 **Implemented brand new grass system**
-2020-03-21 Extremely more efficient instancing system for the grass
-2020-03-30 Got back to working on Ara stages
-2020-04-05 Partly rewritten Ara stages' algorithm. Now much more stable
-2020-04-07 Laid the foundations for previewing the ara stage in sync with the music
-2020-05-09 Started prototyping ciambella
-2020-06-07 Set up the project to support collaboration on level design, hiatus
-2020-06-27 Back to work again, began laying down foundation for the Ferrest
-2020-07-03 Protyped all gameplay elements for Ferrest
-2020-07-13 Migrated to Github for version control
-2020-07-15 Implemented new model of Powie
-2020-07-19 Sent teaser trailer for SAGE 2020
-2020-07-23 Successfully upgraded to Unity 2020.1
-2020-07-25 **Implemented new model of Fech**
-2020-08-06 Started revamping the menu (near complete overhaul)
-2020-08-09 Fully introduced pollen mechanically and visually
-2020-08-13 The scenes of the start of the demo now load in the correct order (ferrest -> dream00 -> (dream02) -> ferrest)
-2020-08-20 Grass now looks and performs great. Loading does not evidently hinder performance anymore
CHANGES:
-Slight changes to auto camera sensitivity and Fech's turning speed
-Cleaned and simplified some old core code
-While Fech slides along walls his spine also turns a bit away from it
-Slightly faster menu animations
-Camera can be moved up and down when Fech is standing up
-You can now freely move the camera up and down when Fech is on two legs
-Fech's direction doesn't snap as hard as before to forward
-Heavily reduced the amount of Update() method calls for input-bound behaviours
-Pal pulling has been significantly improved
-Automation backbone for Ara stages has been enhanced. New features can't be implemented until eventual FMOD update (waiting for the ability to change BPM of tracks at runtime)
-Ara stages can overall access more data about the event that is playing (for instance its bpm)
-Standing up triggers DoF (so to better look at UI and stats)
-Added a "boost" animation state after you quit pal pulling
-Fech adjusts a ton better to short heights overcome with wall dashing
-It's now possible to trigger-rotate the camera while moving it around with the camera thumbstick
-Polished up wall dashing, now the game can detect how far away Fech is from the next ledge and better adjust the end-climbing speed accordingly (slow down when Fech is about to overcome the ledge)
-Slight improvements to turning the camera the opposite way Fech is going (e.g: turning it left while you're running forward-right)
-Replaced old tree model with a much better one
-Optimized collectable leaves for the new rendering pipeline (particle effect instead of realtime light)
-Fech has traditional shadows again
-Vastly improved shaders for Fech, Powie and the trees
-Tree foliage is now animated
-Added obstacles in rhythm ara
-Figured out how to make Animation Rigging Package work: override animations are now possible
-Remade most of Fech animations for the new model
-Added score system to rhythm ara
-Enhanced visual cues in rhythm ara
-Added sound fx for pal pulling in rhythm ara
-Trees have been improved, twice
-Added a yellow tree variation for the pollen one
-Sensibly improved terrain performance
-It's now easier to collect leaves
-Made Fech fall quickly down a platform only after letting go the jump button (instead of it being whenever you're not pressing the button)
-Added "Restart" button on the menu
-Added "sonno" as song for ferrest
FIXES:
-Much more consistent turning speed no matter the auto camera sensitivity
-Fixed marble quarry's song being stuck on dash mode after the first loop
-Fixed bug that made it possible do dash on two legs after bumping into a wall
-Fixed camera bug when jumping during coyote time. Restored wider variety of camera shots in base of the kind of falling
-Fixed auto camera sensitivity being set to the lowest by default
-Text in the resolution option dropdown now fits in
-As a consequence of switching to URP, the antialiasing bug that made the intro cutscene all dark is no longer present
-Fixed long forgotten underpass bug
-Fixed bug that made the camera get temporarily stuck in the wrong shot after a failed wall dash.
-Rhythm ara: now the camera starts and keeps being correctly aligned
-Rhythm ara: perfected the screen ghosting at the start of the level
-Rhythm ara: fixed fatal mistakes in the design of the algorithm. What I wrote now makes sense, I can read it
-Rhythm ara: as a consequence of better designed code, out of bounds glitches are now more uncommon
-Marginal behaviour (standing up) fixes
-Fech's Pal Pulling animation now plays in more reliably
-Greatly improved Fech's behaviour on downard slopes
-Fixed menu unpause bug
-No more lag spike after first pressing Play
-Very slight improvements to dream00
KNOWN BUGS:
-Intro cutscene has not been adapted (Fech not sleeping, camera clips through a tree)
-Selecting via controller in the menu doesn't work anymore
-Auto camrea sentitivity is busted. Stuck to its lowest value
-No Fech bending
-Grass is visible in dream00
-Dream00's look is worse than in 0.7.0prea
-Glitch in the loading of dream02, the tutorial turn all pink
-Allineare la telecamera mentre si cammina lentamente a 4 zampe può portare piccoli glitch nell'animazione di rotazione
-Respawn is stuck
-The ferrest area abruptly ends. It's still a WIP
-Many post processing effects are either not present or not settable as of now
-The old placeholder leaf sound will be changed
-Fech's animations are still undercooked
-Powie shouldn't be available (ferrest's level design doesn't suit them)
-Respawn bugged in dream00 after dream02 has already loaded
-transition from dream00 to the ferrest is not 100% reliable
-Restarting bring a lot of issues under the hood (including menu not working anymore)
-The shaders of Fech and the grass seem not to sample ambient lightning in the build, resulting in black shadows
-Sometimes you can straight up run up trees. That's not intended
-Behaviours related to headbumping have been deactivated since they need to be readjusted for the new model
-In pal pulling (which should not be present to begin with), Powie doesn't attach to the correct part of Fech's tail
-Fake shadow in dream00 should be improved
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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