Public update v0.8.5 released!


Finally another public update! This was supposed to be out a lot sooner, but the year has had a really rough start for me between my old PC dying, managing business taxes, economic issues and needing to work extra jobs, and more, but (knocking on wood) most of the bullshit should be over and done now, so we'll see if I can't get developing any faster now. Development for the next update is likely going to be focused on new levels and some more new enemies as well, then pressing in to the beginning of the actual game story before we start looking at Kickstarter, with any luck by the end of the year. This update polishes off a number of foundational mechanics I REALLY wanted to have working before progressing on to more levels and such, such as ledge climbing, wall jumping, air/crouch melee attacks, and more. A couple new enemies are also featured, in addition to the existing sentry and dasher being reanimated!

On that note, please everyone welcome the talented animator Volt Jolt to the team! They've taken on animating several new enemies as well as reanimating the existing ones in their excellent style - it's been such a joy to see their work in game. Be sure to check out their YouTube and Patreon pages for more of their amazing animations! 

Keep commenting your thoughts - I can't respond here quite as often as on Discord, but I do still take time to when I can and I love reading them!


Now for the changelog:


v0.8.5

Major changes:

~ SAVE SCRIPT UPDATED - old saves will likely be incompatible - use debugger to help regain lost DNA points (F3 -> "P")

+ added executive enemies, capable of calling in backup when threatened

+ added bodyguard state to enemies for use cases like guarding the executive enemy

+ added new "Scientist" enemy worth extra DNA points, animated by Volt Jolt

+ added several new player animations for carrying "half" sized prey (like the scientist)

+ Added 8 directional shooting - hold space to enter shooting stance, use movement keys to aim, release space to fire

+ Added ledge grabbing/climbing

~ updated all of the sentry animations, courtesy of Volt Jolt

~ updated all of the dasher animations, courtesy of Volt Jolt again

+ added 2 new airborn melee attacks

+ added a crouch melee attack

+ added wall jumping


Minor changes:

+ added a fleeing state to most enemies for future use with enemy interaction

~ tweaked fullhalf airborn animations to be more consistent

~ revamped vore system to work with half sized prey hopefully without breaking everything else

+ added sloshing sfx to run and sprint animations with variable volume for fullness

+ added a few missing dasher animations

~ updated search state so that enemies who have only just heard the player pause for a moment before investigating

+ Expanded beta room

+ added multiple pages of debugger, accessed by holding shift while pressing F3

~ tweaked player sprinting animations to be more consistent with Mia's height


Bug fixes:

~ fixed a bug that caused audio issues with the mini pilots when hitting laser barriers 

~ fixed a bug that caused sound errors during manual digest

~ fixed a bug that caused scientists to jump endlessly at walls and ledges while fleeing the player

~ fixed a bug that caused health values to not be saved

~ fixed a bug that caused the wrong swallow animation to be played for the serpent

~ fixed a bug that caused the surprise state to spam when eaten at the same time as being noticed

~ fixed a bug that caused the game to crash when eaten at the exact same time another serpent is surprised by Mia

~ fixed a rare edge case bug with sentry attacks

~ fixed a bug that allowed alien serpents to hit/grab Mia through solid walls and laser barriers

~ fixed a bug that caused missile mech health values to not be saved

~ fixed a bug that caused executives to spawn additional bodyguards on game load

~ fixed a bug that allowed the player to climb outside of level 1

~ fixed some desynchronized sounds with manual digestion

~ fixed a few sprite inconsistencies with some of Mia's abilities

~ fixed a rare edge case bug with ledge grabbing

~ fixed a wall that used a depreciated object and wouldn't allow wall sliding

~ fixed a crash that would happen upon pressing numpad 7 with debugger enabled

~ fixed a bug that prevented enemies from being regurgitated when hit during indigestion and struggle contests

~ fixed an audio bug that caused hit sounds to play extra loud when hitting multiple enemies

~ fixed a collision bug where dashing against a wall while in a platform without touching any keys would remove the player's collision box

~ fixed minor inconsistency with sprint sprites

~ fixed a bug where serpent HP was not saved

~ fixed a bug where loading saves with KO'd enemies would grant extra DNA points

~ fixed a stray pixel on the toss n gulp full1 animation

~ fixed a bug where burped up bones wouldn't notify enemies that saw them of the player's location

Files

Project G.L.U.T.T. v0.8.5.zip 65 MB
2 days ago

Get Project: G.L.U.T.T. v0.8.5 alpha

Comments

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Noticed the black and white grunt enemy designs look a bit better, and even show some cheek when getting consumed. Nice detail. 

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Great work, the game looks and feels great

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Hell yeah!! Good luck finishing your game!

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AL FIN!!!!!!!!!!!!!!! :D

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When do you plan to add weight gain?

(+1)

HOLY MOLY IT JUST KEEP GETTING ON BETTER 

(+3)

OMG YOU GOT VOLT JOLT!? you're sprite animation work is in good hands with volt!