We’ve just launched Alpha 16! This build is a huge step forward. The death sequence – what happens when you die – was completely reworked and is much more theatrical now. Blue orbs, that revive you on spot if your blue orb bar is full, are much better placed now and the whole life/death system now makes much more sense.
The magpies behave differently now: they will steal the shard, if you happen to carry one, and throw it to one another. Some other birds were also placed in different spots so that the whole game feels much more balanced.
The rune translation table got improved a lot and now clearly shows the last rune you’ve collected.
On the technical side we’ve been able to get rid of the stuttering that sometimes plagued the game when objects were dynamically created. We’ve also improved the Linux version so that it handles dual-screen setups more graceful and better supports Xbox 360 gamepads.
We wish you fun with the game and according to our schedule, this will be the last alpha version. Transitioning to beta means that we’re ironing out details from now but most likely will not include any more content except a few more levels that are already being implemented right now. Also, the shard destructor will soon look completely different. We’ll keep you posted about our progress.
Here’s the full list of changes:
New magpie behavior: passing shard to one another.
Staging sequence for the death of the player (WIP).
Improved bird placement and progression.
Improved rune progression HUD.
Tuned blue orb distribution throughout the game.
Dynamically spawned objects don’t cause the game to stutter any more.
Fixed that the blocking branch in the daw level didn’t break in corner cases.
Fixed stuck statue pieces after carrying the to an other level.
Fixed minor glitches in the Destructor level.
Various visual and gameplay finetuning.
Linux: Improved dual screen handling on Linux.
Linux: Worked around incorrect productID from xboxdrv to correct Xbox 360 controller mapping
Alpha 15 is already on Steam and will be on the Humble Store soon. Here’s what’s new. There’s a new enemy bird, the magpie – you can find her in the large area right of the shard destruction machine. Recent visitors to that area also reported sightings of squirrels. The nearby water temple is newly decorated and a pilgrimage site was erected there.
Have you ever wondered what the blue orbs are for? They used to grant extra lives. We’ve changed that to a new mechanic: collect 100 to receive a free instant respawn on the spot, if you die. This should make it easier to unlock the eight new achievements.
The editor received a few new features, too. Press <cmd/ctrl>+<alt>+<g> to turn on a snapping grid for rapid level decoration in the node and the path editor. There are components for multiplexing events (“EventMux”) and for turning any value into a string (“EventPropertyLabel”) now.
Here’s the full list:
+ Added new bird ‘magpie’. (WIP) + Added new animal ‘squirrel’. (WIP) + Changed blue orb mechanic - collect 100 for an instant respawn. + Removed permadeath from the game. + Updated player death sequence. + Added buzzard dash effect. + Updated runes hud to better show which rune was collected. + Updated water temple area decoration. + Added pilgrimage site at water temple. + Added background decoration to lake area. + Added creaking sounds to living tree. + Tuned some visual effects for low framerate. + Fixed a spot where player could leave the level in daw area. + Fixed some collision polygons where animals got stuck. + Added achievement: Cryptographer - Find all hidden runes. + Added achievement: Mother of Many - Get a female rabbit to give birth to 8 babies. + Added achievement: Sliver Hoarder - Carry a total of 130 slivers. + Added achievement: Fatal Dash - Hurt a buzzard by letting it dash into a solid. + Added achievement: Transporter - Carry an animal from one level to another. + Added achievement: Born To Kill - Let a buzard hatch from an egg and let it kill a lynx. + Added achievement: Catcher - Catch a thrown rabbit in mid air. + Added achievement: Thorny Thistle - Hurt an animal with a thistle. + Ginked: added grid - accessible with strg + alt + g (strg = cmd). + Ginked: added component ‘EventMux’ to send multiple events from one event. + Ginked: added component ‘EventPropertyLabel’ to turn any value into a string.
Grab our very first game, And Yet It Moves, along with the excellent Luxuria Superbia, The Dream Machine, Dear Esther, The Bridge and 7 Great Steps and support the IndieCade foundation at the same time.
We’ve just released Alpha 13! This update contains lots of small bug fixes and improvements as well as quite a bit of new decoration work on the deep forst area. Here’s a slice showing the area as it was before, the sketch and the updated version with the decoration work in place:
There’s still lots left to do, but we’re making good progress. Here’s the full list of changes that come with the new Alpha:
+ Player grabs stuff with his arms now! + Added new weapon plant ‘alga’ found in waters. + Birds now have an ‘aura’ showing their health status. + Added lots of decoration to deep forst area. + Added four missing rune orbs (whoops!). + Added achievement ‘Deep Sea Diver’. + Made achievements visible in the Steam client. + Updated blood and feather burst effects. + Fixed shard creator loading bugs. + Fixed lots of small spots where the edge of the level could be seen. + Fixed spots where the player could leave the level by pushing through canopies. + Fixed saplings that couldn’t be uprooted in lake area. + Fixed rock with lever not being able to move when coming from lake area. + Eggs are harder to break. + Lots of refactoring and work under the hood. + Mouse support for main menu navigation (WIP). + Ginked: added multiple colour pickers for nodes with more than one renderer.
Alpha 12 is now live on Steam. The most important news is that we’ve got our first test-achievement in the game. Drag the lynx 3m up into the air and you’ll receive it. We’d be excited if you send a screenshot!
There’s also a lot more decoration in the levels, especially in the background. The rest of the changes are cosmetic: you can now use the d-pad in the menu, for example.
Here’s the full list for you:
+ Starting working on tutorial background (WIP). + Lots of decoration updates in swamp area at rock slide. + Creatures now recover from damage over time. + Added a daw to the swamp area. + Added d-pad support for menu. + Added achievement functionality and first test achievement. + Updated and tuned lynx behaviour. + Fixed collision events. + Fixed red hurt flash size (was too small for some resolutions). + Fixed thistles falling through the level. + Fixed tree sounds playing all over the level. + Fixed gamepad stability: plug and unplug your gamepad at any time! + Fixed game crash when hitting stag with a spiked plant. + Ginked: can now render a grid (check editor settings) + Ginked: fixed crashes in color tool + Ginked: press cmd+click to place a selected node at mouse position. + Ginked: added storage components for variable like structures
We’ve just updated the Steam and Humble Store builds of Secrets of Rætikon. Here’s what’s new:
- Tutorial level now performs a lot better. - Added graphics compatibility check that turns off effects to avoid crashes. - Added new weapon: thistles! Uproot them to beat up other creatures! - Tons of decoration updates and new trees in daw area. - Updated rabbit puzzle at daw area entrance. - Re-worked level geometry at bottom left in deep forest lynx area. (WIP) - Runes are properly saved and displayed after restarting. - Fixed blue sliver hud not popping up on collected. - Fixed saving of broken trees. - Fixed unintentional rendering of hint exclamation marks. - Better tutorial navigation (finding the last sliver sometimes was problematic) - Iterated canopy paths and trees in deep forest.
Next up is decorating the lake area and fixing a lot of controller-related bugs. Also, stay tuned for achievements which should be coming soon.