Game
Friendship Club
11 years ago

DEV LOG: Pre-Release


Hi all,

Friendship Club was released on our site last week using Game Jolt’s Sales Widget system. You can buy it now for $8 / ~£5 and get game updates every two weeks until it is finished. You can also vote on the Steam Greenlight page (please) if that’s your thing. :)

This blog post shows the workings of the team in the weeks between the game jam and the initial release. We’ll be writing posts like this on the devlog for every version release. Hope you like! \o

W/C 28th April (Post-Ludum Dare)

Builds:

  • Fixed Windows build system. (Upgraded from MinGW/gcc to VS2013. Game now requires OpenGL 3.2.)

  • Fixed Windows build DLL requirements. (It required msvcr120.dll and msvcp120.dll. Ludum Dare game testers found this one!)

  • Fixed Windows fullscreen-mode toggle.

Website:

  • Implemented website dev-log pages.

  • Written website FAQ & first blog post.

  • Website adjustments (new FAQ & dev log social buttons).

Trailer:

Press/Promo/Misc:

  • New Game Jolt header and thumbnail.

  • Written and sent Press Release to gamespress.com

  • Written and sent email to Mailing List subscribers.

  • Written Greenlight promo text.

  • Updated Mailing List print-out for Play Blackpool.

  • Updated Display Cards for Play Blackpool.

**Game Released!

**

W/C 22nd April (Bank Holiday)

  • Website implemented.

  • Made website responsive for mobile devices.

  • Greenlight Trailer scripted and first-pass voice recorded.

  • Greenlight Trailer started.

  • Bully Mode now has an arrow over the target’s head instead of a temporary asset.

  • Updated menu screens for new logo and speed settings

  • New PC arrived for Windows & Linux development.

  • New floorboard tiles added.

W/C 14th April

  • Standoff Mode

  • Bully Mode

  • Access to game parameters in data/data.kpf file.

  • Improved debug console (hit Shift-D, modifiable game speed).

  • Stickers, flyers, banner designed and ordered online.

  • Started website design.

  • Team games implemented, but there’s no UI for it.

  • Controllers being unplugged no longer crashes the game. Players should now reconnect to the correct character when plugged back in.

W/C 7th April

  • Spine implementation.

  • Shooting through walls bug fixed.

  • Thick wall outlines added. Tiling bug fixed.

  • Bullets no longer sometimes bounce completely the wrong way.

  • New Bullet reticule.

  • New Logo work.

  • New gun / bullet charging animation (visible on feet).

W/C 24th March

W/C 17th February - GEEK 2014

We went to GEEK 2014 in Margate in February. We worked on the game for around a week beforehand to make it more presentable than the Game Jam version. Here’s what we did.

  • Changed the game’s general resolution from 960 x 640 (3:2) to 1280 x 720 (16:9)

  • Added Rug roll-up effect when a player dies.

  • Added Bullet impact bounce effect/particle.

  • Headbutt Mode

  • Selectable number of rounds.

  • Round win scoreboard (stars overlay).

  • Added Destructible side-tables (permanence, decorations).

  • Improved bullet charging bar on the corner avatars.

  • Removed shield mechanic.

November 2013 - The Jam Version

Anything before February would have happened during the initial 24-hour development period, a la the game jam.

For information on the the Jam Version (e.g. the making of), see our blog post here. Cool - that’s all for now!

  • Ashley



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