There’s abit of a wall of text below here in this description box. To those interested in what you see in the video, read on! Or just ask in the comments.
Haven’t posted a video about this game for a while now, figured it’s about time. I haven’t been working on this project as fast-paced as I did for the SAGE release, mostly due to having a few other projects going on, and due to being hooked on Dwarf Fortress lol. Buuuut yeah, I’ve been adding new stuff and fixing previous bugs and what have you I noticed from the SAGE demo’s gameplay videos.
The biggest changes so far are probably the change of physics to be a tad closer to Crash 1-3, and the fact that I can now split the stages to multiple screens and add death routes. When it comes to physics I still kept Crash somewhat slow, he moves left/right slower than in the originals. The movement speed is pretty much the same as in the demo, but yeah feel free to let me know if he moves too slow, I can always work on speeding him up a tad.
Alright so, a quick list of new stuff you see in the video:
– Gravity/physics revamped, might feel floaty if you’re used to the demo, but is closer to the original games
– Box/crate counter can be toggled to show up every time you break a box
– Crash 1 styled 10-jump boxes have an iron frame, but they still break from a spin
– Sliding to a box doesn’t completely stop your movement anymore
– Superslide keeps going until it breaks all the boxes in its path
– Checkpoints are pretty now
– Uka Uka! The sprite is just a place-holder and not animated. Who knows what this evil mask does…? Read more below.
– A slight screen shake effect from explosions and super ground pound. I’ll also be adding this effect to crushers and anything else that it would fit in with
– Dieing in bonus makes you lose Aku Aku, but not Uka Uka. Dieing outside bonus makes you lose Uka Uka, damage doesn’t
– Bonus rounds might have those !-switches from now on to avoid confusion from nitros
– Bonus results get counted in a way visually similiar to original Crash games, wumpas flying from below to up and all that jazz
– Blue TNT. Works like normal TNT, but can be cancelled by hitting the !-switch again.
– Stages can now be split into multiple screens, this will remove lag since a single screen doesn’t have to be as cluttered with objects now. I just gotta figure out what to do with nitros in multiple screens, should I just make nitros not count to box total, or if each screen should have a nitro !-switch.
– Dark areas. I definitely want these to be in the game, but I reaaally don’t want to make them as difficult as the ones in original Crash games
– TNTs and nitros give light to the dark areas! There will also be bunch of other sources of light too. – Wacky lights for dark areas!
– Purple TNT-wumpa box. Might end up not using this anywhere but heyyy. Kinda inspired by the removed Crash 1 POW box
– Aaand then, death routes (which just uses bonus music and platform for now). These are unlocked by reaching the platform with three Uka Ukas found and not dieing in the stage. Once you’ve reached the route once you can re-enter it even if you die.
– Shown in an earlier video, but; iron nitros. Ground pounds and super slides break these, same with explosions, but other than that all they are safe…ish.
– Not shown, but: japanese language option partially exists in the game now – changes box graphics and the CHECK POINT -text. There also exists a toggle for the iron/reinforced boxes to appear more purple like in original Crash 2/3.
Aaand yeah, everything here is still very much work in progress, so I’m still missing sound effects and stuff like that.
Once I get all the basic stuff working for Crash I’ll start working on Nina. Tyrzi, the guy who makes all the animations and all that, will be able to work on graphics again next month, sooo that’s when I’m also aiming to start up with Nina.
