4 days ago

PvZ Retro Attack: Remastered is ALMOST finished. I'm hoping to release this by the end of this month (ideally: August 30 or 31) and I'm super excited about all the fixes and changes.

Extra info in Article :3


It's likely no one here recognizes this project or my connection to it - nine years ago, when I originally developed this project, I was using a different name and also was a completely different person (Well. I thought I was a person at all ΘΔ), and I've gone far out of my way to distance myself from that past, including neglecting this project entirely instead of learning how to fix all my critical glitches and all the jank.

My versioning was incoherent back then - All I had to go on for what version numbers mean was PvZ2, Minecraft, and memes, and all of them get versioning wrong - PvZ2 increments Major every ten releases, using the Minor version as a ones place for the Major, which represents Tens and higher, such that Version 12.0.1 of PvZ2 is Release 120, build 1 (They never release as Build 0). Minecraft versioning doesn't seem to know what a major version is and always increments the minor (prior to 1.21). Memes often do a "v1, v2, v3" sort of thing, using "v" which means "version" when the MEAN "episode" or "part" This resulted in weird releases like "0.95.1.0" in the first release and "4.85.1.0" for the update I never launched.

Retro Attack Remastered is Version 5.0.0, with the fourth value pending (I'm incrementing it each time I do major changes then saving as a separate file to keep track or progress, I don't know what this value will be on launch but it's 17 right now). It's quite satisfying every time I save a new project file for this since now that I know how versioning works, and I'm working originally from the same in-progress file I had back in Spring 2016, I get to see "5 0 0" every time I'm incrementing the build and it's like "fuck yeah this is a major update! fuck yeah this is NEW! and BETTER!"

Right now, I'm down to squashing new bugs, balancing, and polishing some things (I'll be tweaking the text on that health bar in the screenshot as soon as I finish writing this lol), but the gameplay is basically done. It's essentially the same as before, anyone having played Version 4.x will have a familiar experience, but the majority of the game's spam is basically gone - sorry if that was part of the charm to you, but the player was NEVER supposed to be level-specific and NEVER meant to be duplicated or be in swarms. I know one of the levels was literally titled "TEAMWORK!" with two Repeaters but come on I know how to do Persistence now, this new way IS better.

I've gone ahead and removed all the "FireAndIce" stuff from the game, as I'm not ADDING any new content (in fact, I deleted some levels that were near copies of existing ones) and all of the Fire Peashooter and Snow Pea shenanigans were meant to be basically a tech demo, like "hey look I figured out how to color a sprite!" but I'm hoping a revitalized Teashooter is enough to suffice. repeater and Helmet Peashooter are both still in the game and the way character progression works is much closer to what I originally meant it to be, but never knew how to do. No more "on zombie death, spawn one of four objects, three of which destroy themselves instantly, one of which rolls this weird 25% method again to spawn a powerup" LMFAO what the fuck is a "powerup Non"

I've also adjusted the controls to be SO MUCH BETTER. Instead of Arrows + Space, you use WASD for movement and Shift (either one!) to shoot. Enter is still required to progress between levels, but this means you can choose to rest at the end of any level and stretch your wrists. This control scheme is far more comfortable, offers options, and should ideally not damage your hands anywhere near as much as mashing spacebar.

Intermission levels are much improved. We're back to having a Portal on Intermission levels, and there are powerups adjacent to the Portal which you can optionally choose one of. Your first choice isn't permanent, but taking the same one twice is. I recommend trying different combos and seeing if you prefer Helmet Peashooter, Teashooter, or their Fertilized forms.

Audio is so much better. I've re-implemented the music and sound entirely, and now the Zombies actually pose a threat! Colliding with one will deal some damage to you and push the zombie away while playing the iconic bite sound effect. I also hope to re-implement a feedback sound for shooting, with the different plants using different sounds, and maybe a sloshing walking noise for Teashooter (because funny haha liquid)



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