by foxyumbreon » Sat Oct 24, 2015 1:20 pm
Still struggling to get any work done on Voremon (Freedom Planet releasing on the Wii U so I can finally play it has been the bane of my free time recently), but I do have some small things to mention so everybody knows what to expect with the next release.
The main thing is that, as mentioned before, I've removed auto saving from the game (although I'm still working on testing some things related to that removal). With that gone, there's also no longer an option to retry when you lose. Fortunately most game over sequences are rather short, and you're given the option to reload your last save from the game over screen. However, to keep this from being too much of an issue, I've been working on adding a couple other new features instead. The first is the game letting you perform a standard save by opening the save menu automatically every time you clear an area, so you never have to backtrack too far when you lose. Secondly, because of their design, you're given three lives per area in the Charizard and Dragonair stages. That way if you slip up in one battle, or fight the wrong enemies first, you don't have to do the entire room all over again without first running out of lives. This should help make them a bit more fair, and less tedious (unless you're trying to kill yourself). The reasons I'm not applying lives to Umbreon and Lucario as well are A: it would be too hard to do, and B: because of their design extra lives would need to restart the current screen to the starting point anyway.
Lastly, on a smaller note, I've removed the game asking if you want to save with simply opening the save menu since it can be canceled out from, and also trashed the outdated follow-up question of whether or not you want to continue playing. The latter of those two was removed because it lost its relevance several years ago. It was originally input into the game because back around when the project was first started, I had a script that let the player switch to full screen mode during the start up. Since you can't conventionally exit out of the game like that without the Quit option in the menu, which I removed from Voremon, I gave the player the option to quit after every save point. When I removed that full screen script, I for some reason kept the "continue playing" question in the game just because.
That's all for now. Let's hope the next demo isn't too far off.