Today I released the second version of Plunder Pups! If you've been reading these devlogs, you'll probably know what's made it into this version, however here's a quick rundown of what's been added in the last month:
- Split-screen local multiplayer has been implemented
- Controller support has been implemented
- Setting game settings such as player dogs and game length has been implemented
- Began FMOD integration, though no sound has been implemented
- Upgraded the game's overall environment
- Fixed numerous bugs
You can download the new version at the game's GameJolt page.
As before, there's still a ton of bugs that are being logged and fixed everyday, and I'd love any testers to let me know if there's anything that should be fixed/changed! If you're reading this, you definitely have the necessary channels to contact me!
As I've stated in the past, I'm planning for the next release of Plunder Pups to stand as ver. 1.0.0 and be the final major update to the game. While there is a chance that I may add to the game after it's "final" release, this will be mostly in the form of work taking place in an effort for learning. I've always found it hard to learn new skills when there's no base, so Plunder Pups (and any future project) could serve as just that, where I add things based on what I'm trying to learn (for example, online multiplayer). Additionally, I want to set a final release as I don't want to allow myself the "comfort" of leaving projects incomplete.
Previously I said that the game would see a final release at the end of July/start of August. However, as I've got a ton of prior commitments this month, I've decided to push the release date back two weeks into mid-August. This I feel is justified, as I've been given a huge amount of shifts this month at my day-job (which will go a long way to saving for various things). In addition however, I'm going to be working with the QUTGDC for a week on a mobile game, which should serve to keep me in a game development mindset during that mid-year game jam. On top of that, I'll also be away from my computer for six days at Splendour in the Grass! So that basically automatically eliminates two working weeks (for the most part).
As this next release will be near final, prioritization of features and bugs is absolutely key here. Sound is at the absolute top of my list when it comes to what I'll be working on next, and I'm also going to look into UI design (graphically, that is) sooner rather than later. I've been compiling a list of bugs as well, so those will likely be worked on in tandem with the major features yet to be added.
That's about it for now! Thank you for reading!
- Harrison Short