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(10/12/16) SCP Beta notes

Mar 1st, 2015
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  1. 10/12/16 September build is released for all http://www.furaffinity.net/view/21394350/ might post change log if I ever get the time (Unlikely)
  2.  
  3. 7/4/16 I've updated the game again with a bunch of improvements and Applejack added as an NPC.
  4.  
  5. Here is the changelog:
  6.  
  7. -Added Applejack with her Sweet Apple Acres area. Sweet Apple Acres can be walked to from the Fluttershy, Trixie and Pinkie Pie areas of the game.
  8.  
  9. -Added quite a few new Pinkie and Twilight sprites as well as a new dialogue option that uses said Sprite in Pinkie's dialogue tree.
  10.  
  11. -Added a 3 picture Fluttershy change sequence dialogue option in the Fluttershy area and expanded some of her writing.
  12.  
  13. -Fixed some bad grammar mistakes we stumbled on.
  14.  
  15. -Up the resolution and quality on just about all the background and cut-scene images as well as some of the sprites and optimized the game for higher resolutions.
  16.  
  17. -Updated the initial introduction image so that it's flat colored and has a higher resolution.
  18.  
  19. We also started working on a bunch of stuff that will eventually make it in future versions of the game, these include:
  20.  
  21. -More reaction pony sprites and adjustments to existing animations.
  22.  
  23. -More animated sequences for the characters and cutscenes that supporters have asked for.
  24.  
  25. -Rarity and Luna sprite sets.
  26.  
  27. -Bunch of new Trixie sprites and cutscene pictures.
  28.  
  29. This build will be getting sent to all of our supporters tonight. If you would like to support the game and its future, please send me a note. It would mean a lot to us.
  30.  
  31. 6/30 I've recently uploaded a new build of the adventure game. So far the response from our supporters has been overwhelming positive despite that we are just getting started.
  32.  
  33. This build features Spike, Rainbow Dash, Fluttershy, Pinkie Pie and Trixie as the interactable NPCs and we are already moving forward with adding more.
  34.  
  35. We still need support and you can still get this build and all future builds by simply donating whatever amount you want. $5 and more gets you the game's private early current build, all of its upcoming builds as well.
  36.  
  37. I also want to eventually create a public build for this game, however, it's still ways off and it most likely lacks a lot of the content that will be shown to the supporters well before anyone else.
  38.  
  39. If you would like to support and play the latest version of the adventure game, just send me a note.
  40.  
  41. 4/4 April build is out.
  42. Windows: https://drive.google.com/file/d/0B0VYjvzDNY0aWng5MDJoaU9JZ0k/view
  43. Web: https://supercrinklebros.itch.io/crinkleponycopyrightinfringement?secret=sQjT8RRG7dngqnlHfiJ8okZQI
  44. FA page: http://www.furaffinity.net/view/19557044/
  45.  
  46. 12/23 Just doing a quick update since I'm pretty busy with Holiday stuff.
  47.  
  48. We decided it was best for our schedule not to do a build this time of year. Instead we are going to take our time on it and probably do one last release before we move on to other projects we enjoy doing.
  49.  
  50. Twilight is currently getting all of her sprites reworked in the new style as is RD. I'm also going to see if I can make RD playable with a limited set of sprites in the future.
  51.  
  52. Hope everyone is having a nice Holiday, we will see you next year.
  53.  
  54. 12/6 Hey everyone, hope the holidays are treating you all well.
  55.  
  56. I would like to give everyone a heads up that the lead artist to our "Crinkle Ponies" game is running a special at the moment. For the next few weeks, he and I will be running a special which will allow us to include a complete cutscene with image(s) and dialogue with the content they would like to see more of and contribute to the updated sprite sheet of the Mane 6 of their choosing. Prices will run from $25-$50 depending on how many completed pictures and sprites you would like. Please note that we will not use any OCs and we reserve the right to decline any content we feel might be out of place. (Mostly just open scat and overly grimdark content)
  57.  
  58. His work has been improving a lot lately, as you can see his current sprite work here: http://www.furaffinity.net/view/18351094/ in comparison to his current artwork here: http://www.furaffinity.net/view/17674020/
  59.  
  60. Please don't leave any messages that don't pertain to the commission special and have nothing to do with this topic (E.G.: "I wish I had more money" or "Please put in my OC"). If you are actually interested, just send either me or pidgopidgey pidgopidgey a note and we will ensure everything gets sorted out. All of the money will go to Pidgopidgey and will mean a lot to everyone on the team and will help us create more content for the game.
  61.  
  62. As for what we have been up to, we have found a new writer that has been helping a lot. And I have been actually writing a lot more for a change when I am not busy with my jobs.
  63.  
  64. That's it for now, I should be able to get a new journal out regarding how the game is coming along soonish.
  65.  
  66. Peace out everyone.
  67.  
  68. 11/13 Our third Friday the 13th this year : O
  69.  
  70. Figured I might as well do another quick but boring project update since I've been seriously slacking on them.
  71.  
  72. Now that I finally have a code base I'm happy with, I've been talking to a few people about what they want on this small little project so we could potentially have a better direction and figure out all of the stuff people liked and hated in the previous builds.
  73.  
  74. Just about everyone that wrote about what they liked about last years builds said they really enjoyed the hub with NPC idea and they also liked the enemy specific game over thing going on with those outdated builds even if they hated some of the outside kinks that were thrown in.
  75.  
  76. We do know some people actually enjoyed some of the more heavier outside kink stuff we put in, however we won't be really creating any more of that content. We will however bring back the hub idea and do some enemy specific game over scenes, but I want to change things up a bit with how we handle those two things and I'm not going to force the player to sit through the game over scenes each time they lose.
  77.  
  78. Although it won't be a priority over creating more art content, we also we be working on improving the maps and making sure they work well with the game's playable characters and enemy AI. We will also give the game's maps a more straightforward design that offers a fair challenge. Rather then make more open-ended maps that feel like a walk in the park.
  79.  
  80. I'm not sure when we will do our next big release, but I would like to have it be done before the end of the year, and then I'm probably going to put any potential future updates on hiatus to focus on other things with my free time.
  81.  
  82. Last build is still located here: http://www.furaffinity.net/view/18120623/ And I'm thinking about throwing in some fixes and tweaks into it to address some of the things I didn't like about it.
  83.  
  84. 11/7 Hey all,
  85.  
  86. I figured I should do a small journal regarding the game. It will have some light spoils in regards to the last build, so if that is of any concern to you and you haven't played the Halloween build just shut down this journal and try the Halloween build located here. http://www.furaffinity.net/view/18120623/
  87.  
  88. I am please to say the last build went over very well despite a last minute "trick".
  89.  
  90. The original idea was to that we were going to release more content and have more of a story going on, but unfortunately just about everyone on the team had life get in the way making that goal quite impossible and I personally have been juggling between two jobs. So in order to work around this delay, I decided to settle for a quick beta test with a light amount of content and get some much needed feedback.
  91.  
  92. I've only gotten a little bit of feedback so far, so more is definitely appreciated, but the tiny amount I did get has been pretty useful.
  93.  
  94. Going forward, I do want to offer more content to the game, but I do also want to improve the game's maps, game difficultly and AI as well since last update had a lot of stock and test content left in.
  95.  
  96. Anyways, that's it for now. I will probably have another journal and perhaps even a small update to the game in 1-3 weeks.
  97.  
  98. 10/31 New build out, play it here: http://www.furaffinity.net/view/18120623/
  99.  
  100. 9/27 Yet again I've been neglecting keeping people updated.
  101.  
  102. I've spent a good deal of my time on working on the game in making Pinkie Pie playable and improving the animations for Twilight and Fluttershy with our lead artist Pidgopidgey.
  103.  
  104. Pinkie will be the third playable character and she will have a standard platformer double jump, a wall jump and the ability to crawl into cramped places. As for her attack, she of course fights baddies Mario style.
  105.  
  106. There is a possibility that we might down the road add Rainbow Dash as sort of an extra character. The idea is that RD pretty much plays like a faster Fluttershy, but she lacks Fluttershy's stare attack. The reason we will be treating Rainbow Dash as sort of an extra is simply for the game's platforming is because the designs we have for the stages aren't made with her in mind.
  107.  
  108. Dandy and I still wants to show some of the stuff we did with the two quick VNs we are working on, but work and life has slowed things down as of late and we are still treating them as "done when it's done.".
  109.  
  110. We still have very limited resources to work with, so as always, expect things to be slow.
  111.  
  112. 8/3 August already?
  113.  
  114. Hey all,
  115.  
  116. Sorry for putting this off, I'm still actually recovering from a few flu-like symptoms. (Nothing to take time off from work over) I'm going to do another quick journal regarding the team and the game project.
  117.  
  118. Dandy and Scribe are making good progress on the Rarity/AJ VN with their very limited free time. I still do not have a hard date on the release date for that small VN, but I'm currently getting it ready for internal testing. And it will be released when we all agree that its ready.
  119.  
  120. Although, I am still moving forward with the platformer that I originally got started on, I'm not in a mad rush to release anything with it despite all the improvements we made with it over the old versions. People have asked me before if any of these side-projects have taken priority over the platformer and the truth is that although I could just go forward and quickly complete a half-assed game, I would rather take my time with my already limited free time to slowly add things that the game needs to be fun to play and I have found these fun little side-projects like that Spoopy/Xmas builds are a really good way of finding weak points with the game's code and knowing better how the game should play out. I should also point out that since then both the dialog and platforming code have been completely replaced and that the shooter game have taught me how to do a lot of neat little things that will ultimately benefit the game and also how to make a good VN (and ingame cutscenes & dialog) with the gallery interactive section.
  121.  
  122. Again, I do feel that we have a good deal to show off, but I would rather take my time between releases from now on.
  123.  
  124. The project's group is still quite small, easy going and passionate, but life and priorities often get in the way and that often means that valued contributors have to move on from the project because of either life. (or just the fact that we take so long to release stuff) With that said, I would like to make a quick shouts out to Ryan Rabbat, Jay Muniz and Half-Awake-Jake for their help in the past.
  125.  
  126. We have certainly dealt with our fair share of annoying people online that simply want to start and spread drama or just discourage us because we didn't accept them or friends on the project, or worse yet naively believe that the early alpha's accurate represent what we have now. But despite these run-in with people that live up to negative stereotypes, the experience has been overwhelmingly positive and we will always be open to new people joining us in either creating art, design, writing or testing for bugs.
  127.  
  128. 7/14 Major News finally.
  129.  
  130. Long time no see, we finally have some good news to report regarding our Crinkle Pony game projects. After like an entire month of silence me and Dandy (The lead writer and idea guy here) decided to break out some major news.
  131.  
  132. The truth is that we actually made quite a bit of progress this July and we are finally ready to start showing of some of the things we can do now. Thanks to the addition of a few new programmers and scripters, the gameplay is finally starting to smooth out nicely. Both Twilight and Fluttershy handle better than ever, the AI is much more impressive, and the platforming has a bunch of new things we will show off in the near future. Me and the gang are really proud of how far we’ve come from our earlier (buggier and just flat out terrible) releases.
  133.  
  134. Our script has been drafted with an entirely new plot. I personally feel new the direction is now something that’ll feel more at home for a platforming video game and feels more aligned with the FiM setting.
  135.  
  136. We also have a new dialogue codebase for the story parts of the game. We ultimately decided it was just flat out stupid to have point and click adventure elements available during the game's platforming. Instead we will use the new dialogue code for Ponyville interactions and cutscenes that can be used for puzzles and choice your own path Visual Novel type interactions. Me and the scriptors find the new codebase much more efficient and easier to use then the last so we can get out game content much more sooner now which I'm sure some people will be very relieved to hear after waiting this long. You can actually see it in action by viewing the 'gallery' (after you unlocked them) sections of the latest version of the shooter found here http://www.furaffinity.net/view/17106964/
  137.  
  138. Art assets are being drafted and pitched pretty much all week, with so many ideas being generated that we’re not even sure will all fit. Seems like our team just growing every day, both in talent and in size!
  139. In terms of audio, you’ll all be happy to know we’ve increased the size of the game to allow more music and sound effects, stuff that some parts of earlier games were lacking.
  140.  
  141. In the writing, however, we’re scaling down the dialog in Super Crinkle Pony. This may seem negative at first, but the team has heard a lot of the complaints about the first game, and we’re listening. Lots of fans just wanted to play the game and not be bogged down by dialog/writing, some didn’t much care for the game and just wanted a nice story, others…well let’s just say they were in it for the pictures! Thus, we’re making the bulk of the game a platforming experience with the majority of dialog taking place in a completely optional section of the game.
  142. But where does that leave people who still want a good story?
  143. Well, we’re remember that Visual Novel project I talked about several entries back? It's back with a vengeance. And if this small VN works out, we can continue making more with ease.
  144.  
  145. For this first Visual Novel, we’re planning a pretty typical AB/DL scenario between AJ & Rarity that’ll clock in somewhere around an hour or so. The art will be done by one artist to keep the visuals more consistent and more engaging for this medium. The tone we’re setting for this VN is going to be more grounded in reality than SCP Adventure, though the term “reality” is used VERY liberal in magical talking horse land (sorry vore fans, maybe next one!). And who knows? Maybe in the future we’ll do VN’s with more than just MLP characters. (But absolutely no Sanic and Blails or bad recolor Oh Cees from Dandy)
  146.  
  147. Well everyone, that about wraps up this journal, sorry it's been so long, but I hope this one makes up for it. Me and the the group hope you’ll continue to support us in the future.
  148.  
  149. You can read up more info about the shooter itself here: http://pastebin.com/xjMa1NcF
  150.  
  151. 6/9 We aren't dead, we are just stuck in a comatose state.
  152.  
  153. Really sorry that we have been really lazy lately. Truth is that life got in the way for just about all of us that are still active on the project. There is still progress being made with writing, art, coding and design, but things have been really slow even by our standards. It's probable that we might not have much to show in June, but we will see.
  154.  
  155. As always if you are really interested in this project and think you can help in either of the four ways don't be shy about contacting me, but if we do accept you, we do expect that communication is good and that some progress is made.
  156.  
  157. 5/18 Preview build for shooter is up: http://www.furaffinity.net/view/16583226/
  158.  
  159. 4/30 Short update this week, the side project I've been working on is fully playable now and has 4 playable characters, an infinite run mode and 2 bosses. (a third could potentially make it in if me and Pidgei are motivated enough.) But I think it should be improved a bit and our artists want to spend more time on the art featured in it. I'm guessing we will spend a week or two more on it.
  160.  
  161. The main game got some nice updates this past week, Bugwise, Petoman fixed a bug with Twilight's double jump where she wouldn't lose one of her jumps when moving off a platform. And I did some work with the AI and projectiles.
  162.  
  163. Artwise, RD's walk cycle is looking pretty nice and there is art for a new enemy type in the work.
  164.  
  165. I'm still hoping for a May update on it, but it might have to be in June. The side project however will definitely be in May unless something really strange pops up.
  166.  
  167. 4/21 Although there has been some bumps, things are still moving along. I actually think I'm ready to give out some ETAs for a change. Although very short, the side project is completely playable and nearly complete. The current plan is to release it either at the end of April or at the beginning of May.
  168.  
  169. We were also looking into doing a Visual Novel but sadly, a decision was made by the lead writer to put that on hold. The lead writer decided he wanted to work on a story or two before we start talking about doing a VN again.
  170.  
  171. There was a bit of small drama with the VN. Basically, me and the lead writer for the VN didn't see eye to eye on its vision and how we should go about making it and distributing it. The TL;DR the only real conflict we had with it was: I and the majority of the group felt its scope should start small at first and we should try to release something short but sweat that involved one of the mane six by this Summer, and we can slowly build the game up from there. Where the lead writer wanted the scale to be much bigger and didn't want to do semi-frequent releases since he was worried it would give the wrong impression of the game and that approach would ultimately undermine the VN itself. He also made a really good point how we pretty much put nearly EVERY kink imaginable in those Super Crinkle Pony Alphas (and we didn't even provide a kink checklist till that crappy XMAS release), released things that were half done and how those two things gave people a bad impression. :V The good news is although some egos were bruised, we are still all friends and we still want to create weird things on the side.
  172.  
  173. In the future, I am going to handle the checklist thing differently then I did in the past. By default I'm going to have it strictly AB/DL stuff, but the player can enable things they like with Pinkie which can make some scenes/game overs different (If a triggered scene has multiple kinks, it will just play the normal version if any of them are disabled). I am also looking for new writers and artists for the game yet again.
  174.  
  175. As for the main Crinkle pony game, Petoman went ahead and added some useful new additions and I even played around with a projectile script and boss prototype that could eventually make it in the game. And it's getting close to a point where we can proudly show off all the things that are new and have something that is playable (and hopefully not too terribly short). I'm aiming for a late May or early June if things are slow. Anyways, onto the change log:
  176.  
  177. - New walk and fly animation for some of the NPCs -thanks pidgei
  178. - Better looking UI in both the game and in menus
  179. - Medusa head script for enemies (which is also being used in the side project)
  180. - WIP Boss encounter that might also make it in the side project (might be slightly crude if it makes it in)
  181. - Better fly animation for FS (now 6 unique frames) and animations for twilight in her bunny form
  182.  
  183. 4/6 Me and my programming buddy Petoman are still running into quite a few bugs with the new code. During the development for that small XMAS update, I wasn't able to get much done because I was constantly fighting bugs. I decided that I don't want to rush things out with the main game itself and wasting all this time on things that haven't been tested well.
  184.  
  185. Rather than spending a large amount of time putting together a demo people could play with the main game only to find a bunch of bugs bugs done the line, having to update the animation and getting more features to add. I want to do small games on the side and focus more on code and improvements with the main game. In the end, this is the best of both worlds since we will have a few fun smaller games and eventually a really nice update for the main game.
  186.  
  187. I've actually already learned quite a bit from during that Mario 64 ripoff April fool thing that can still be found here: http://www.furaffinity.net/view/16210078/.
  188.  
  189. Anyways, onto the change log:
  190. -Game now can support Joypads like an xbox 360 controller and you can also modify the controls of the game while paused.
  191. -Another new way to handle character dialogue and NPCs.
  192. -Some enemies can be damaged Mario style. (Jumping on their head)
  193. -Spring object and/or winds can be placed in stages that allow the player to access higher areas.
  194. -Flying enemies can have a "Thwomp" behavior. (Thanks Petoman)
  195. -Better water script. (Thanks again Petoman)
  196.  
  197. 3/24 Been a while hasn't it? Anyways, I'm pleased to announce that Fluttershy will be our 3rd character. Fluttershy lacks the range attack and double jump that Twilight has, but she is still able to Parachute and Dash like Twilight. Fluttershy also has a melee (her stare) and will be able to fly for a limited period.
  198.  
  199. We considered Rainbow Dash, Applejack and Pinkie Pie as our third, but in the end Fluttershy worked out the best with what I was doing with the new character Controls.
  200.  
  201. Although Applejack, Pinkie and Rarity will never be playable, Rainbow Dash has a chance on making it in as a playable in a limited way. With what I have with the controls, since I could potentially add her in a flying section of the game way later since I have played around with how to handle a style of flying that could suit her and I got a short animation of her flying from Enric.
  202.  
  203. I have also updated Twilight in her bunny form so she has a melee, climb, parachute, dash and if you have the stamina, you can jump off walls ( like Mario could in Mario 64). Speaking of Mario, I've been playing with the ability to jump on baddies Mario style.
  204.  
  205. Aside from the controller improvements, I have also been getting help with the programming and map making. And the artists as always have been creating nice new art and they don't show any signs of slowing down.
  206.  
  207. I do feel quite a bit annoyed with myself that progress have been really slow these past 3 months and that I allowed myself to go perfectionist mode with the character controls, but hopefully that will change this April.
  208.  
  209. 3/8 I updated the project to Unity 5 and corrected some new bugs that were introduced with the upgrade to Unity 5. We are just about done with the new character animation and he have a few more pictures and we also got a new helper that created 8 outlines for the stage designs.
  210.  
  211. I also tweaked the movement code a bit, their is now a stamina bar that drains when a character flys, parachutes or dashes. It automatically refills when the player isn't using any of those 3 things that drains stamina.
  212.  
  213. Sadly, we still have work to do before we have something to show, but we desperately do want to release something fun in the future. Hang tight.
  214.  
  215. 3/1/15 I've decided to make yet another pastebin link for notes regarding the beta. I still want to do things with that "spoopy" side project and I will port features and the improved platforming code from the main game in the future.
  216.  
  217. As some of you have already seen, we have two new artists: Sprite http://www.furaffinity.net/user/ft-sprite & Ricktin http://www.furaffinity.net/user/ricktin who have both taken time out of their busy lives to help us on our project. Seriously, give them a watch or something nice, they've both been very generous with their contributions.
  218.  
  219. As for progress these past two weeks, I've found the time to work more on the platform code that I went perfectionist mode on. There are still things I want to work on, but I'm pleased with the progress I made. I've also experimented a bit more with different ways of handling character dialogue, health bars and particle & text effects.
  220.  
  221. We have also worked a bit on how we will feel is important with the game. We've come to the conclusion that most people want good gameplay and they want more cute and or kinky AB/DL art and they also want more control over what kinda art gets shown. I think we should be able to provide that if we stay motivated.
  222.  
  223. Unfortunately we aren't quite ready to release anything yet. ATM our main artist Pidgei still is working very hard with his spare time to get the new animation for the two player characters in good order and I'm currently the only programmer/level designer building everything so that there is an actual game to play around with.
  224.  
  225. Before I leave, I would like to add that we still will accept help from people that are able to work with others well with a diverse crowd of people in the community and are motivated. Basically, we always like to work with more creative people that enjoy create art or simply throw out good ideas or technical people that can draft out levels or help with features. The more the merrier.
  226.  
  227. You can still find all the notes for the more DL/messing, experimental and "spoopy" oriented side project here. http://pastebin.com/SyWhVqCW :V
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