Cirrata

Cirrata

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Cirrata  [developer] May 4 @ 8:22pm
Dev Log 003 - 00.20.07 - 5.4.2025
There is a new demo available for download on itch.io! I have been hard at work improving systems, adding content, and fixing bugs.
I reworked the world layout after having some play testing done and getting player feedback. I really want to make this a game that people enjoy. Please join the Discord if you have interest in what Cirrata will become!

TLDR:
There is much more coming to CIRRATA! major things since the last demo:
New mini boss fight
More kitchen power-up food systems
New power-up food items
New Post-Processing FX
New Lighting Engine
New World layout- for faster early game progression
New ULTIMATEs for Pan and Hammer weapons
Updated HUD with button indicators
Updated Inventory system with much more player info
Reworked options and title screen menus
New game save stats page
MUCH performance optimization

DISCORD [discord.com]
WEBSITE [www.cirratagame.com]
DEMO [cirrata.itch.io]

alpha v00.20.07
log
    7/14/24 - old (top) to new (bottom)
  • fixed pause screen background sometimes in the wrong spot and/or scaled wrong. (windowed mode)
  • fixed more issues with pause and inventory screen backgrounds being scaled and/or sized wrong. this time while in full screen mode
  • figured out how to export from gamemaker to visual studio code (c++)(runs way more efficiently)
  • fixed issue where player would sometimes be stuck in idle animation when moving to the left
  • added ability to delete save games from title menu options menu screen
  • got the game running well off steam deck at 4k on a external display
  • drawing new food item
  • drawing more food items
  • level design work - leading up to codename birdboss room
  • world layout rework for faster player progression and earlier intro to main rogue-lite mechanics
  • major map changes and tweaks, new story npcs added
  • added simple controls to hud for spirit use (heal and shield)
  • fixed glitchiness of the button indicator for when you walk up to a npc that you can talk to
  • more food turn in mechanic work
  • fixed missing light sprites in "level11"
  • fixed spawn location of player main knife pickup not in the wrong spot
  • fixed lighting in lower frog bar (you can see now)
  • added hud button indicator for burst attack
  • more reworking overworld map
  • added secret door #2
  • added a new indicator icon for NPCs with important items
  • added direction audio emitter for new indicator
  • fixed some layering issues in frogbar
  • added npc thats gives you a free food item gift in town
  • added a early game secondary weapon find
  • added signifier to help player find main weapon
  • moved a important npc into town
  • added more on screen help pop ups
  • fixed a wall and floor collision issue in frog town
  • new dialog npcs
  • tweaked camera when you leave kier's house
  • added randomized enemy spawner
  • added new zone title + lore info gui when entering nuetral and hostile zones or just important zones of note.
  • level design work
  • added npc alert icon indicator to more npcs
  • added gui screen title for when you step into the frog town
  • more detail added to frogtown
  • new zone layout and design setup work
  • level design work - new biome
  • new biome art design work
  • the game should now detect your monitors resolution and run at that resolution upon first time launching the game and launch in full screen. has some issues if you have multi monitors and one of them being ultrawide
  • redoing the mini map and changing all mini map coordinates according to the new world layout (very time consuming)
  • fixed many small miscellaneous level issues.
  • color coded non hostile (blue) areas on the mini map
  • added hud indicator to explain how to use ULTIMATE - shows when the right conditions are met
  • added background icon for shield charges to hud
  • removed hud weapon particles because they implemented a very long time ago to convey mechanics in a way that is redundant now (saves on performance too)
  • added hud weapon gamepad button indicators
  • changed the images and fx on hud weapons
  • fixed issue where room titles would show every single time you enter a room instead of just the first time
  • fixed issue where the the camera for frogtown screen title would not go back to the player when done
  • finally named the frog town
  • new font work
  • more weapons hud work - improved graphics and more dynamic - signifiers for powerups
  • more font work
  • more font work
  • increased dialogue text-box size for less cramped text
  • modified the death screen
  • l3L2 level design work
  • the "pit" is now easily escape-able
  • moved a key npc to a new location
  • level design work - level44
  • mini boss drawing work
  • font work. now has title font and then story book page fonts for different things
  • Some new hud item QoL drawing
  • fixed many screen indicator text alignment issues
  • fixed penguin landing causing a squish sound
  • kier no longer quickly looks at the player when idle.
  • fixed a big issue with gliding up onto a ledge when you are slightly lower then a ledge : sometimes while you are already gliding on top of a platform and then you hit a wall during that glide you would shoot up to the top of that wall no matter how tall the wall was. (spent many hours on this )
  • fixed layer issue in frogtown, the trees were floating
  • hud icon drawing work
  • new biome asset drawing work
  • main weapon on the hud now turns red and glows when your damage is up
  • secondary weapons on HUD now turn blue and glow when they are powered up
  • added hud indicator for when you try to use a blue spirit and your shield is already full
  • changed the health is already full indicator to new indicator style (story book font)
  • disabled particle emitters for when the player has DMG up and/or MOVE SPD up. the HUD now conveys this information
  • fixed issue with Bat enemy with shield. when caught on fire the fire image was offset incorrectly
  • fire now gibs dead enemy bodies
  • improved graphic and motion of shield orbiter
  • changed fire sprite
  • reworked run movement code and animation controller for run. was much needed to smooth everything out and prevent getting stuck in the wrong animations (hours later) felt slippery before too
  • hud weapons, shields and spirits all have fx that correlate to each other based on what they do and if they have an effect on each other
  • shield orbitor now orbits vertically as well as around the player (easier to see how many you have)
  • added blue glow around player for when you have shield charges
  • added red glow to player for when your damage is up
  • drawing work on new biome assets
  • Five new world assets drawn
  • fixed player not having main weapon stuck in walk animation bug
  • fixed blur layer issue in frogtown
  • fixed unaligned light flares in frogtown
  • foot stomp now breaks pots
  • Overhauling lighting system. It will now use shaders as well as what was used already (HDR shader for example). Will be using Crystal lighting engine.
  • Disabled 3d camera (was only used for zoom system and parallax system). This will allow MUCH more freedom with shaders.
  • Implementing new Parallax system
  • Implemented new Camera Zoom system (built off the old one)
  • Fixed crash when entering "frogtown"
  • 'above ground biome' - new parallax coded and aligned.
  • reduced background depth blur 6 -> 4
  • added missing BG blur in a underground room
  • lots of work on the new system to run vertical and horizontal parallax
  • new lighting system work. added "sun" element to each biome
  • frog bar new parallax work
  • Created new frog npc animation
  • kier's house new parallax work
  • added new light object to kier's home
  • added new light object to frog bar
  • disabled/fixed - player could still attack during dialog
  • tweaked the lighting a bit in all biomes
  • bug fixed - 90% sure - sometimes after a ledge glide the player could dash insanely fast and far in whatever direction the slide was in. forever, and repeatedly until the player jumped or fell.
  • fixed spacing issue with dialog text-boxes
  • changed the method and the message for right after the player loads into the game again after having died
  • fixed alignment issue with basement gateway
  • new lighting system work
  • frog bar detail work
  • new frog animation
  • added hud icons for food eaten part of hud
  • drawing work on new biome
  • new lighting system work
  • more lighting system work
  • fixed a bug where when the player landed he would go immediately to the idle animation even if he was still sliding on the ground from momentum. (would be standing still sliding forward)
  • LOTS of lighting system work
  • fixed issue with bottom part of the front parallax not showing in the training course room
  • New biome drawing work
  • More lighting system work
  • More lighting system work (shadows are now working)
  • added new lighting engine lights to above ground zone
  • added new lighting engine lights to frog bar and kiers house
  • added new lighting engine lights to menu screen
  • added new lighting engine lights to menu screen
  • started adding new lighting engine lights to underground biome.
  • Fixed ground collision issue in underground biome
  • added new lighting engine lights to another underground room
  • fixed some background misaligned sprites
  • bird mini boss animation work
  • more lighting work in underground biome
  • fixed issue with on screen hud low health blood fx not being scaled right and positioned wrong
  • parallax fixing for new parallax system in underground biome
  • started working on new lighting system in the sky biome
  • new parallax system work in sky biome
  • finished implementing new parallax system
  • finished implementing new light engine
  • birdboss animation work
  • added "hold to skip" for game intro
  • added new "buy item" text background
  • new background for bottom of screen gui indicator
  • misc layering issues in frog bar fixed
  • Animation work for miniboss
  • new biome drawing work
  • adjusted sky biome background image
  • imported a memory manager for better memory optimization
  • main menu gui work
  • fixed bug with main menu options/graphics/audio menu displaying wrong font
  • added new pane at main menu for when you hover over a save game file that will display game stats. testing the feature. barely implemented.
  • reorganized the main menu format. now :
    Play
    Options
    Join Discord
    Wishlist
    Quit game
  • added game statistic board for each save game in the proper spot. no stats yet
  • made discord and steam icons bigger and more centered on main menu. they also only show when on the corresponding menu selection.
  • audio options on main menu now has a master volume slider
  • added music volume control slider to main menu
  • added value numbers next to each slider bar
  • added SFX volume slider to main menu options
  • added resolution set slider
  • added full screen toggle checkbox
Last edited by Cirrata; May 4 @ 8:33pm
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Cirrata  [developer] May 4 @ 8:23pm 
CONTINUED
  • added the new audio and graphics format from the main menu to the in game option
  • finally got this working. you can now turn off the full screen particles and turn them back on again without restarting the game
  • added VSYNC toggle to menu and in game options
  • game will now remember all your volume and graphics settings as long as you load or start a new game
  • game will now save game options when you save and quit
  • game will now save game options when you die
  • added 4 game statistics (enemy kills, boss kills, currency, player deaths) to main menu saved game panel
  • added a new icon for each save slot
  • added confirm to delete save game dialog when trying to delete a save game
  • fixed issue where the game wasn't setting the saved volume levels when opening the game
  • added select and cancel button indicators to main menu
  • added light source to secondary pickup charges
  • fixed bug where interact button indicator would be created multiple times creating a memory leak
  • increased distance in which unshielded bats will chase 600 -> 1000
  • increased speed in which unshielded bats will chase 2 -> 2.5
  • fixed bug where unshielded bats image speed would not change when their movement speed changed
  • Now when picking up a new secondary weapon the one you were holding previously will fly out in order for you to pick up the old one again if you decide to.
  • items that fly out of the player or objects will now only fly out to either side instead of sometimes only going straight up and down
  • game will now only give you the dialog for secondary weapons the first time you pick it up.
  • fixed loot coming from cutting grass sometimes getting stuck in the ground
  • modified food items price format in frog bar
  • level design work in frogbar. (expansion)
  • began reworking damage system to future proof. (originally damage could only go up to 99 per hit).
    note: I would like to have the potential to deal above 100 damage per hit later in the game.
  • more level design work in frogbar. (expansion)
  • food mechanics work
  • fixed crash when starting game for the first time on a pc (missing variable)
  • attack damage is now a random whole number within a set range generated every hit rather then randomly picking from a set of numbers.
  • damage inflicted by player is now a wider range of possible amounts
  • new enemey health bars
  • new damage number font
  • damage number now show in front of everything else (no longer falls behind the ground or ceiling)
  • damage numbers will now spawn within a random distance from the enemy hit to prevent overlapping
  • fixed bug where camera would stay zoomed in when entering the underground
  • memory management optimization work
  • added load screens to help prevent in game pauses and stutters
  • cleaver now does more damage then throw knife
  • hammer and pan now do upscaled damage to match new damage model
  • rock minions now do upscaled damage
  • adjusted far background of underground zone so it can actually be seen
  • all secondary weapons now break pots
  • performance optimization work
  • more optimization work
  • More texture page optimization
  • fixed vertical parallax in underground (now it works)
  • performance optimization work
  • texture page organization work
  • reworking Texture Page loading system
  • new load screen work
  • level design work to fix some texture page issues
  • texture page handling and load screen management work
  • shortened amount of time "alpha game message" shows.
  • textures for the main menu and first room of the game now load on "alpha game" intro screen
  • game now goes to a pause screen instead of its own dedicated 'room' in order to load textures
  • added to options menu: texture filter option (on/off) and also mipmapping mode which may or not have much effect in the game since its 2d
  • added Post Processing FX to the game (BLOOM, GODRAYS)
  • removed background BLUR (was extremely performance expensive)
  • more load screen work
  • optimized the game and removed approx. 60 texture pages from running
  • player no longer transitions into rooms off the ground (used to immediately fall entering new rooms)
  • fixed a bug where the title screen camera would go to the right and get stuck instead of going to the player
  • added slight sharpen and vibrance Post Processing FX
  • fixed a bug where loading save game into frogtown player would fall through collision and get stuck
  • more texture page work
  • updated website
  • added new graphics options to in-game pause screen
  • fixed bug where the player could still move around during pause screen
  • deactivate outside camera system work
  • disabled start button exits entire in game options menu - was causing a bug (must now go back using menu option)
  • more texture page/ load screen work
  • adjusted lights intensity value to account for bloom
  • LOTS of reworking Deactivating Instances outside of camera
  • fixed enemy stomp icons sometimes not being destroyed when the enemy is destroyed
  • adjusted fireplace lighting intensity
  • adjusted parallax alignment for fireplace fire
  • adjusted spirit loot from enemies so it doesnt get immedietly stuck in the ground
  • more work on texture pages
  • fixed lighting with bloom in frogbar (less overexposed)
  • fixed main knife weapon sprite on wrong layer (was behind particles)
  • fixed lighting with bloom in underground (less overexposed)
  • more texture page/load screen work (finally almost done)
  • fixed lighting with bloom in skyzone (less overexposed) (edited)
  • skyzone level design work / texture page work (edited)
  • removed blur from underground background layers
  • adjusted vibrance shader, lowered it a bit
  • work on a system for on screen messages that places one under another if another is on screen
  • added new more dynamic system for important gui messages. ie: player speed up, player damage up, critical hits, etc...
  • added more of the important game messages to new message system
  • fixed a bug where messaging system would cause many other game elements to fade out too
  • fixed secondary weapon swapping: weapon that gets drop stoped too high off the ground to show pickup indicator
  • rearranged HUD
  • added enemy Kill Total to HUD
  • hud work and fixing input system work
  • fixed issue with trying to bind space bar would just make you loop back to choosing a bind key so you couldnt actually bind the space key ever
  • food item descriptions are now in the inventory screen and not on main hud
  • overhaul on inventory screen
  • more inventory work - added ultimate explanation and video (edited)
  • mini boss animation work
  • fixed parallax layers in the last underground room that needed fixed
  • fixed frog corpse that was falling through the floor
  • new dialog for food item pickups
  • mini boss coding work
  • miniboss animation work
  • miniboss coding work
  • miniboss animation work
  • miniboss coding work
  • mini boss work
  • mini boss work
  • added contol buttons for hud when you pickup a new ability
  • added control buttons for hud for movement tutorial room
  • mini boss animation work
  • added consecutive kills to hud
  • added 2 new food items
  • added more stats to save game statistics panel
  • added 1 new food item
  • Drawing work on a new food item
  • work on DoT systems (bleed, poison, fire);
  • BLEED is no longer infinite duration ∞ -> 2.5sec
  • POISON DOT change: now lasts 9 seconds, ticks every 1 sec
  • BLEED DOT change: now lasts 2.5 seconds, ticks every .33 sec
  • FIRE DOT change: now lasts 7 seconds, ticks every .75 sec
  • BLEED now stacks up to 3x causing increased damage per stack and refreshing the duration each time its applied
  • BLEED damage is now a % based on the enemies total starting health
  • DMG numbers now push off each other if too close to prevent overlap
  • bleed icon now appears above enemy head. 1 per bleed stack
  • POISON now stacks up to 3x and causes added damage per stack
  • POISON and BLEED stacks now show icon above enemy head
  • FIRE damage now spreads to other enemies
  • fixed damage number text - number now aligned to the left so it doesnt overlap fire,poison,bleed icons
  • fixed musubi so it works infinitely. will forever heal every tenth kill after picking up musubi
  • added hud message for when musubi heals you
  • more polish on fire, poison, bleed systems
  • kitchen food power up systems work
  • added section in the kitchen where you can rebuy the foods that you have found previously
  • fixed spawning system for random generated foods. You can turn in ingredients (TOMI) to the kitchen to have them spawn
  • game now saves whether you have found each food item and spawns found ones in kitchen for purchasing
  • underground "level3" background parallax fixed
  • added crit % to inventory screen
  • ULTIMATE now triggered by pressing both controller trigger buttons
  • ULTIMATE now costs: 5 secondary charges and 1 shield charge. old: 10 secondary charges
  • Work on PAN ULTIMATE
  • ULTIMATEs now have a cool down
  • added ULTIMATE COOL DOWN status bar to hud
  • PAN ULT mostly in the game - (needs polish and 1 new animation still)
  • removed particles from throw-knife rain ULTIMATE
  • added bleed and poison mechanic to new mini boss
  • added fire mechanic to mini-boss
  • game now saves found foods for when you die and come back to the frogbar
  • made rumble rock audio fx
  • new animation for miniboss
  • miniboss fight work
  • added brightness and contrast sliders to title screen menu
  • options menus polish
  • load screen polish
  • load screen now displays a randomly chosen phrase every time is load screens
  • added cirrata heart to load screen
  • Miniboss fight work
  • fixed bug where macandcheese could raise your health above max hp
  • fixed a bug where macandcheese could possibly kill you when you 'purge' it
  • fixed bug where poke was giving health
  • fixed a bug where if you kill the duck elite while it was attacking the game would crash
  • fixed a bug where when triggering ULTIMATE it would sometimes burst attack instead and use your charge for the ultimate
  • removed 'slomo' because it made the game feel like it was lagging really bad
  • fixed bug that was spawning 100+ instances at the same time causing major slowdown
  • you can no longer call upon an ULTIMATE ability while inside your house or the bar
  • NEW gameplay trailer work
  • New trailer work
    5/04/25
dayummmmm that's a lot!
Cirrata  [developer] May 5 @ 12:16am 
all (most) of the stuff i did since July 2024!
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