The first DLC, Crash, is now more or less feature complete. It has been tested thoroughly over the last 4 weeks, except for some brand new things I added today. The testers were having a great time so far. Now I also know the rough length of the game. It will last between 8-15 hours, so it's even close to the main game. Most of you will probably get around 11-12h.
The next steps: - A little more testing and getting rid of remaining bugs - Go over all text in the game again and make adjustments - Have the localisation guys go over it all and do the translations - Release
Don't ask for a date, please. I only know what's left to be done.
I'm still looking for someone to translate the main game and the DLC into Korean. If you're fluent with English and Korean and have good writing skills and you love Supraland, email me! hey@supragames.de
If you backed 55€+ in the crowdfunding, you will now have an invitation for the DLC 1 beta testing in your mailbox. It goes out to the email that you used to do the paypal transfer. So if you have trouble receiving it, make sure you check the right email and eventually check the spam folder.
All further instructions are in the email. Looking forward to your feedback!
DLC1 is almost playable from start to finish. By the end of the week I should have an alpha ready and after some internal testing it should be able to go out to beta testers! There are so many creative and absurd ideas in there. I can't wait to see your reactions to them.
The only part that is really missing from DLC1 now is the ending. Apart from that, the economy is not done at all. You'll need certain amounts of coins and and other things at certain moments and I need to make sure you can get them or you will get stuck. It's just editing numbers, but I need to know which numbers to put in. The internal tests should let me balance those values, so nothing terrible can happen.
We will still fill in more non essential stuff here and there, but that's not too important. At first it has to be playable from start to finish. In Supraland 1 it was easier because it was basically a linear structure, so you testers could see the game progress over the duration over year, getting close to the end step by step. This new campaign however has a very different structure, so it was impossible to let you participate much earlier. You would just have been lost in a mess.
Apart from that, we're really worried about the difficulty. So many puzzles seem so hard. But upon launching the DLC we'll warn players, that finishing the main game is highly recommended! It would be foolish to play DLC1 without prior knowledge.
It's taking a bit longer than expected for several reasons. One thing is that I'll soon be moving to another place with my family, so that's taking a big chunk of my focus away. And DLC1 seems to become twice as long as I thought and on top of that it is a real complexity monster and it's hard to keep everything in check. You'll understand when you play it :) I think you'll be very surprised by what it is. But it's not that much missing now! I expect to start beta testing in late February or early March.
DLC2 is also taking a longer. The main reason is that the DLC2 team is going much bigger than I had originally intended. I wanted it to be a really cute little thing, but they put in lots of new ideas and it's all going to be much bigger. So I guess you won't mind! As I've told you before, the 2nd DLC is how the new team members get introduced to the supra working environment and we get to know each other. They are all highly talented and we're learning how everyone is the most efficient so we restructured some of workflows because some were really inefficient.
I don't know what the playtime of the DLCs will be. Sometimes I wonder if they are together longer than the main game.
DLC1 is going to be pretty tough. I'm designing it for people who have beaten the main game. I hope you're ready for it! DLC2 seems to be easier. But we'll see in beta testing and make adjustments whenever stuff is just too hard or unfair.
- Added new puzzle right after getting the translocator to teach the behaviour of cardboards better; also changed the way a secret area works there; and added a new secret area here too - Fixed possible bug when putting objects into color machine - Improved handling of rank plates (can get pulled out of socket with beam; has better rotation while carrying) - Changed the way 2 secret areas near the purple crystal work (require knowledge but not abilities from later in the game) - Added new mini volcano interaction possibility with other things - Improved button prompt hint when you first need to burn a cardboard - Made progression visually clearer in Volcano1 because most people didn't know where to go - Improved magnet behaviour when attracting things to you (so they don't wildly swirl around you anymore and you can now float up heavy objects while attracting light ones) - If player gets stuck inside the door in Volcano4 they will now get teleported in front of the door and get an additional hint displayed - Don't need to do the way back across the big water under the wood logs anymore, only need to get to the chest. - Fixed laser trigger becoming green when the force beam goes through it (it now gets ignored) - Fixed missing footstep sounds when strafing of walking backwards - Shells now a little more visible - Fixed bug introduced in the last updated regarding the with chest/grave detector - Improved gun arm animation when standing close to wall - Small improvements here and there