Game
Smitty's Journey
4 years ago

Version 1.2.0 Changelog


WARNING TO OLD VERSION PLAYERS

Starting from this version, the game now uses a different scripting backend, from Unity's default, Mono to IL2CPP, so if you've downloaded the game manually before (by downloading a ZIP instead of installing through the Game Jolt client), please consider deleting all contents in the folder you extracted the ZIP of the previous version and extract this version's ZIP there. This is due to the backend gives this game a different file structure so I'm afraid things will go haywire in your end.


Highlights

Controller Vibration

smittys_journey_tfwzgog4av.png

Or as many people may call, "rumble", yes, Smitty's Journey now supports controller rumble.

If you play this game with an Xbox controller while you have this checkbox on, expect it to vibrate when stomping on enemies, got hit by an enemy, when the camera shakes during boss fights and when the boss exploded.

Villager Effects

Another big thing on this update is the Village is villager effects. Basically, like these:

smittys_journey_atn4qxhaxv.png

Noise triangles, flying (and falling) music notes and even some floating ZZZs, it's now easier to observe if any house is empty or not. If you see these effects in those houses, then it's obvious that there are people in them.

Minor Changes

  • The fire button now feels more responsive, apologies if you had a hard time getting used to it

  • Some bosses received some significant changes:

    • The boss from Emerald Plains no longer roll and jump instantly during its intro sequence

      • Stomping it now makes it roll the opposite way to potentially prevent cheesing, despite it being the first boss

      • The ball will also frequently roll and jump, sort of

    • Due to the fire button was made more responsive now, its final phase has been buffed a little bit

  • If you have the Xbox controller connected before you start the game, it will automatically detect the controller and shows the correct prompt in the title screen

  • More gameplay fixes, including collider and tile fixing

Final Words

OK, that's pretty much everything I got so far, it was a big ride, honestly. When I finally bought myself an Xbox 360 controller (clone) from an online store, I can finally do more with games, including the games I made.

So, I hope you enjoy this update as much as when I make it. Another update may come but now, it's time to return to developing Round Rotate 2. The first reason I want to add rumble support to this game is because I need a more complete project like this to fully experiment with it, and RR2 is not a good subject for that, unfortunately.



2 comments

Loading...

Next up

Banzai! The final boss is now completed!

Made a big change on the first boss' stage (subject to change)

2 posts today because I can't stop forgetting about posting stuff on this platform

First, the most recent one, readable signs and change in atmosphere when one sector away from the boss

Happy #WIPWednesday! Are you working on a game? Making some art? Practicing a song? Something else? Tell us in the comments!

Working on the Town Square, and so far, it's going places (literally)

There's more I have to add, including NPCs and more buildings

@Dave_Microwaves_Games is a Jolter to Watch and indie horror dev! Follow @Dave_Microwaves_Games before the quest ends on July 1 and you'll get Coins!

Apologies on my inactivity these days, I was preparing to change my drive to an SSD and it feels really good, seriously it's superb.

Anyway, I made some changes on the first stage in Penumbra Forest. Guess what they point to.

Finally, time to show Penumbra Forest

Newly, visually-improved over the original from Smitty's Journey

Our first post is a gif because we are BRAVE It's not moving in the preview but here we goooooo

And second, Yurelumis or ghosts that glow in the dark

They can help the player navigate dark areas like caves, which is where they'll appear