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I Want To Be a Beer!

Embrace the journey to become a delicious beer! · By GUSA

Development Log Sticky

A topic by GUSA created Nov 02, 2018 Views: 130 Replies: 1
Viewing posts 1 to 2
Developer

I Want To Be a Beer! Pre-Alpha Version 0

Current Features:

  • 3 Worlds.
  • 15 Levels.
  • 6 Original Tracks.
  • Hand-drawn animations and designs.
  • Xbox controller support.

Known Bugs (Working on it!)

  • Returning from the credit scene to the title screen temporarily disables controller support for the UI. This is fixed by going to the map again.
  • Enemy overlap on the last levels of world three causes a layer overlap, which looks like a bugged animation (does not affect the enemy behaviour though).
  • At the end of the third level of world two, the camera can sometimes move to a random place before following the player.

Currently in Development

  • Animated tilemaps for some of the level elements like water and reb blobs.
  • More animations for non-tilemap level elements (blob bullets and cannons, checkpoints, hops...).
  • Individual tracks for each level.
  • UI overlay at the beggining of the levels, indicating the name of the process represented.
  • Death counter mechanic.
  • Cronometer mechanic.
  • Secret levels unlockable by certain values of both the death counter and the cronometer.
  • Save system rework (multiple save files that can be managed (copy, erase, etc) at the title screen).
Developer

I Want To Be a Beer! Early-Access Version

Current Features:

  • 3 Worlds.
  • 15 Levels.
  • 1 Boss Fight.
  • 7 Original Tracks.
  • Hand-drawn animations and designs.
  • Improved XInput controller support.

Known Bugs (Working on it!)

  • Having both vertical and horizontal axis at 1 during a boss chamber transition locks the player on its last state (like walking or so, very unlikely I guess, but working on it).
  • Sometimes the player attack can present a weird rotation on the sprite, but this does not affect the attack behaviour.

Currently in Development

  • More animations for non-tilemap level elements (blob bullets and cannons, checkpoints, hops...).
  • Soundtrack expansion.
  • Secret levels unlockable by certain values of both the death counter and the cronometer.
  • Save system rework (multiple save files that can be managed (copy, erase, etc) at the title screen).