Thank you for playing Kudamono Drop! A new update is now under production!
After defeating Avocado-san on level 50, he will now help you on your journey in the form of a new item you can equip! Two avocados will appear by your side and shoot seeds for a limited time, which will collect any fruit the seeds collide with, even large ones! This new update will also include 20 new pattern colors, Banana Bonanza timer upgrades, quality of life fixes, new visual upgrades, and more! Stay tuned for the release date.
Check out the teaser trailer below! Thank you for the continued support of Kudamono Drop.
The team is currently deep in the midst of Update 15’s production, working on the required code and art for what we detailed last month. It’s been a busy time but worth it seeing all the new things make their way into the game!
With all the new threaten animations in development, it’s been a fun time collaborating across departments and figuring out how the animals should behave. This extends to work on the additional baby animations that couldn’t make it into U14, like the wobbly hadrosaurs and jumping sauropodlets! They are very, very cute.
Though there’ll be more to show with the animals next month, today we’d like to take a look at some of the other things coming in U15!
Update 15
Gallimimus First Look
Boasting three very different designs (1,2,3), Gallimimus is an animal that requires much attention to detail. Having finalized one of its skins in 3D, we’re ready to provide your first look at the upcoming chicken mimic!
Over the next two months, we’ll be fitting this dinosaur with fresh animations inspired by emus, ostriches and cassowary. To do this properly, we’ve given Gallimimus a unique rig with bones that allow our animators to control its various plumage, not unlike what you’ve seen in our Velociraptor.
Mesozoic Environments
As our array of paleoflora continues to grow (heh), over 180 variants from the Coastal, Grassland, Scrubland, Temperate, Tropical and Wetland biomes have been implemented so far. It’s shocking to think there’ll be close to 200 new foliage items once the Boreal and Desert biome have their paleoflora completed!
Today’s showcase will be focusing on 4 of the 8 environments in-game. We’re excited to see how you use them once U15 releases!
Mesozoic Coastal
Mesozoic Scrubland
Mesozoic Temperate
These Mesozoic plants can look nice in mammal habitats, too!
Mesozoic Tropical
Animal Nursery Menu
Coming in U15, the Animal Nursery menu will be updated with new features, a fresh look and greater responsiveness. This is something the team’s wanted to do for a long while so we’re pleased the time has finally come.
Animal Gallery
Starting with the main gallery page, the animal buttons have been condensed to the left side of the screen. Sorting has also been improved, with the option to sort animals by unlocked, alphabetical order, rating, price, type and clade. A new filter menu allows players to find animals within certain biomes and time periods, just like the Paleopedia.
Here’s an in-depth video looking at how the various sorting and filter options work in practice.
Animal Preview and Incubation
Once an animal has been selected, the menu transitions into the animal preview, displaying its basic info and customization options. The animal preview can be changed to show either a fidget, walk or idle animation.
In the bottom right you’ll find all the ways that an animal can be changed prior to incubation. Some of these options include new toggles that can select a random skin, sex, maturity or neoteny stage for each created animal. It’ll be a lot easier to create diverse looking groups!
Another change is in the animal preview itself. Unlike previous iterations, the preview will be completely accurate to the individual you’ll create! This means that with each press of the creation button, the animal preview will update to reflect individual variation and random mutations.
Customization
As part of this update, we’ll also be introducing a new skin editing panel. From here, you’ll be able to override not just an animal’s color and size variation, but activate mutations like albinism, too.
With these overrides enabled, sliders appear to adjust the overall size, hue, saturation and value of an animal. We’ll be working to extend these sliders slightly above and below the natural variation range so that players have a bit more flexibility beyond what’s shown below.
Created by Francoo192
Created by acrogiga2004
Created by Incog
Thank you for reading May’s dev diary!
We’ll be back next month with another blog post to discuss Update 15 and show off even more content. As mentioned previously, we’re aiming to release this update in July, so stay posted!
Thanks to the YouTube channel Slice of Kris, I was finally able to track down the missing graphic bug for Ellessidel.
Bug Fixes
- I do believe the long-elusive missing graphic bug for Ellessidel has finally been fixed. Ellessidel should no longer turn invisible when she loses her temper.
- The worgs Bawz and Koda were displaying the wrong portrait in battle. This has been fixed.
- Ogin's battle portrait has been fixed as well.
- The boss rage bar was showing in regular fights during Natasha's escape. This has been fixed.
- Some enemies had their elemental weaknesses offset by 1 in the database. This was causing odd vulnerabilities like earth-type enemies being weak against Lightning when it should be Air. These enemies have been updated.
- Several Light Armor items were displaying General Armor tooltips. These items have been updated.
- All Shield tooltips have been updated and the Light Shield tooltips have been rewritten to better communicate their function.
- For some reason Marrick's face graphic as a kid got overwritten. This also happened with an old character emote file that cause Natasha's kid character to display a graphical bug during the scene just before she wakes up at the campfire. These have been repaired.
- The Energy Drain state was not supposed to persist after battle. This has been fixed.
- The Rotwood Giant battle had a typo and was playing the wrong battle music. This fight has been corrected.
- Vanessa was present in the party when Marrick starts his solo part. This has been fixed.
- The northern entrance to the Norfolk Caves was mislabeled. It now says the correct zone name.
- There were magic fishtanks floating around randomly during a scene for some reason. They have been re-installed properly.
- There was a rock that looked out-of-place in the Old Logging Road. It has been removed to avoid the understandable confusion that it was important.
- Characters that are removed from the party permanently due to the story are automatically unequipped so that the player does not lose items. This was not working for one particular character but it has been fixed.
- Some debug events that were not supposed to be active have been removed.
Content Update
- I thought it was going to take longer to post my next update but thanks to Mr. Slice of Kris I was able to finally fix the Ellessidel bug that had been eluding me for a while. It really messes up the impact of a scene and makes a certain ability no fun to use so it was important enough to get out a hotfix.
- I am in the midst of some exciting upgrades. Players may notice some slight graphical changes in battle. This was done in preparation for the first round of artwork updates. I realized I am going to have to "git gud" at pixel art if I want to continue as a solo dev with a low budget. Cultivating these skills will also expand my game dev abilities and give me full control over the quality of the next game (as well as expand my options for future projects).
- Enemies and battle backgrounds have been processed in preparation for the new character battlers I am working on.
- The Misty Marshes has been changed so that players can return to the inner marshes if they so choose.
- Still actively working on remaining bug reports. Can't stop, won't stop :)
More to come. I just wanted to get the big ones out of the way as quickly as possible.
+ Multiple basic attacks can be cast at the same time.
+ Basic attacks provide a button relief for the player, allowing them to simply walk, fly, and cast active abilities when needed.
Boss Balancing
+ Bosses have been adjusted and balanced to match the player's strength level, ensuring that the fight always lasts the same amount of time, regardless of the wave's strength.