A couple months ago I made the decision to wrap up development for Hyper Crystal Respun
I compiled nearly all of the content I made for the game in 1 build and released it to the public. And stated I would no longer be working on it...
Well after a few months of taking a break from game development. I've decided to come back to developing the game with additional content and updates.
However I've decided to change the outlog for the game. Making it less story driven and more of an anthology game.
Because making it story driven
was the main reason I got sick and wrapped up development months ago. I wanted to make the game story driven however it wasn't fun to make cutscenes.
So I wanted to come back to the game and make it a "Crash Bandicoot compilation" of sorts.
Basically the game will have 2 modes.
Classic mode, and free play mode.
Classic mode will allow you to play all of the levels from beginning to end in a classic Crash Bandicoot style.
Or you pick free play mode where you can select and play whatever level you want.
This feature is already present in the current build of the game. However I'm going to be adding additional features as well as BRAND NEW levels and bosses.
Basically think of the Sonic fangame: Sonic World. A fan game that's also essentially a Sonic anthology/compilation game.
I wanted to do this because not only will it be easier for me to develop the game in chunks, but it will also allow me to release updates faster, as well as just generally being easy to pick up and play.
So at this point there's one thing you're probably wondering about... "will the game ever be in finished state"
And to answer that question.... "yes and no"
Basically I intend on building and building for this game until I get fully bored and quit. There isn't going to be a definitive final update for the game. It's just going to keep updating until I get bored or die...
So with THAT said
NEW CONTENT
What are some of the features that will be included in future updates? Well I can't tell you yet, I have ideas but none of them are fully developed yet, and I'd rather just show you what there is, than tell you what there is.
Despite that I did happen to release a new version of the game last night to GameJolt.
This version contains bug fixes and a new feature that I'll save for the end. I'll get to the bugs first
For 1. The save system now works in every level. In the last update I added the wrong code for saving the game which resulted in the game to stop saving at a certain point. This bug has been fixed and you can now do a full playthrough without worrying about selecting your previous level in the extras menu.
For 2. And this is a big one: The collision detection is now fixed when bouncing off crates. In the previous update: Crash could bounce off crates... sometimes..... Because a majority of the time Crash would jump through the crate. Rather than bouncing, which I assumed frustrated a lot of players. It certainly frustrated me that's for sure.
But now, after redoing the crate system. Crash can now fully bounce off crates, no matter what. Which makes THIS section in the Native less of a pain in the ass.
For 3. And this is also a big one... I added a double jump... well more specifically my friend Silver Neon added the double jump. But that's besides the point, I wanted to add the double jump to make the game feel and flow better. And after playing with it, it really does.
It's still a bit buggy, like for some reason the double jump animation won't play when bouncing off a crate. Or sometimes he'll do 2 flips in 1. But for the most part it works!
Now that I've talked about some new stuff.
Let's talk about the known bugs.... cuz I can never release a game without having a billion of them.
For 1. Now that there's a double jump. A lot of the puzzles can be cheesed. Due to the fact that the game wasn't originally designed to have a double jump. However this WILL be fixed in future updates
For 2. Since I updated the crate system, some crates maybe linked to the old system such as TNT's. Sometimes when you bounce off a TNT, the texture won't show up. This will be fixed in a future update
And last and certainly not least: the ghost villagers.... this is basically a running joke with this game at this point. But sometimes when you spin into the villagers, they won't actually..... die. I HAVE NO IDEA IF THIS WILL BE FIXED cuz I have NO IDEA what causes it. Therefore I have no idea how to fix it. I guess I could reprogram the whole thing but..... ugh...
Game development is hard folks... but very rewarding nontheless. I hope you guys enjoyed this update on Hyper Crystal Respun. Be sure to subscribe to my YouTube and the follow on game jolt for more
Updates
Next up
Snowy Gameplay (the Wrath of Cortex music is placeholder)
One of the levels in my Crash Bandicoot fan game. Still work in progress. The Wrath of Cortex music is placeholder.
New Crate Textures
Final Thumbnail
Crash model by PatstrikesBack and JumpButtonCB
Made this for fun
Polishing and adding the last few touches to the levels in episode 1
Prototyping and adding new content.
My Crash Bandicoot Tierlist. Agree? Disagree? Lmk and discuss 🙂
EDIT: I forgot to add IAT on here. I'd put it on "Best of the best" below Crash 2 but above CTR.
Camera test
Background Music: In a Ocean of Joy - Dreamcatcher
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