
Armed with nothing but explosives (and maybe a few tentacles), navigate treacherous dungeons, icy caverns, and scorching lava pits. Your ultimate goal? To dismantle the very lab that created you.
Can you survive the gauntlet? With over 50 challenging levels and colossal boss battles, Mr. Figs is a test of skill and patience.
Howdy howdy!
It's been a pretty busy month of bugfixing, prepping for a (steam) demo, and
trying to polish the game as much as possible.
I've added a fair amount of levels to the game this month but that it is
basically it. The rest of the focus has been on very unsexy work revolving
around menus, oooh la la...
Additions:
- Added 14 new levels to the third area
- Added the version number to the main menu so you can help me when bad things
happen (hopefully never)
- Made bombs fly over to the inventory when collected
- Jazzed up the video collection
- Added better prompts for planting bombs and interacting with objects
- Added '>' and '<' to menus to convey stuff
- Coloured the [u]scary menu items[/u] (Quit and Delete) red
The rest of the month was pretty dull and next month will likely also be dull.
I'm working on adding the options in-game. Previously they were only accessible
from the start menu which is less than convenient. This has opened up a huge
can of worms and I'm still in the weeds of cleaning up all the menus and
getting them to work everywhere regardless of where they are (harder than it
sounds).
Once the menus are done (please be soon), then I intend to start working on
some mechanics for the fourth area. The third area is well under way but I need
a palette cleanser.
I've got some fun ideas for the fourth area, stay tuned!
Hello!
It's another new month with lots of good updates!
The biggest news is that we have a demo!
This demo is available on itch for the time being. You can grab it here:
https://thegoodgamefactory.itch.io/mr-figs
We've put it on itch so that we can grab early feedback on the state of the game/levels/bugs etc...
Once fully ironed out, we'll then transition the demo over to Steam.
The Steam demo will be a more polished experience but if you just want to try out Mr Figs, head over to the link above.
With that out of the way here are the main changes since last time:
- Add 5 new levels to the first area. These are later in the area so are quite devious
- Add a new slug type to the first area
- Add credits menu
- Add names for all first area levels
- Make 'Enter' work regardless of keybindings on menus
- Make the bomb sprite start at 5 like it should do
- Make saves and config files Windows friendly
- Add missing walls to a bunch of first area levels
- Prompt the player to press SPC for bombs and E to interact when necessary
- Go straight to the game if it's our first time playing and skip all the menus
- The game now remembers what dialogue you've seen so you're not shown it again (unless it's important)
- Fix bug where if we fail to find an audio device we no longer crash
- Fix options menu not correctly refreshing on toggling an option
- Fix rolling balls going through walls occasionally on low framerates
- Fix clipping through rocks when you push them on low framerates
- Fix bugs with bullets shooting things that are shaking when technically they shouldn't
- Massively boost bullet performance with object pools. This means we can have way more on screen
That's all for now, the next few months are back to focusing on the third area and ironing out the mechanics.
I'll also occasionally be dipping into the first area to try and get it ready for Steam :)
Ciao for now
The Mr Figs demo has come to itch!
This is the first step in releasing Mr Figs into the wild, a steam demo will come later in the year once we have ironed out all bugs found in the itch demo.
The demo contains the complete first area of Mr Figs and is available here:
https://thegoodgamefactory.itch.io/mr-figs
If you come across any bugs, you can mention them on our Discord over here:
https://discord.gg/KndkA3BGXv
Thanks and I look forward to getting it in your hands :D
Hello and exciting times!
I am prepping Mr Figs for a demo which I'm hoping will be available in a couple of months.
I'll update on here when it's nearing release and ready but until then you'll have to wait and endure these monthly updates instead.
As I'm prepping for the demo, there's been a good amount of attention paid to the first area.
I've also fixed a bunch of bugs and added some more mechanics/content.
- Speed up pathfinding of slimes in third area
- Add animation to gates in third area
- Add screenshake on death of Mr Figs
- Add screenshake when a bomb explodes
- Add levers to raise and lower walls, fun!
- Start work on conveyor belts for the 4th area
- Fix longstanding bug with outlines where they were inset by 1 pixel
- Improve buttons on menus
- Give buttons better sounds when rolled over
- Blur the screen on certain events
- Improve icon for interactive with objects
- Make rolling balls detonate bombs
- Store the user's save and config in the "correct" place depending on platform
- Make rocks falling into holes a lot smoother
- Make bombs block rocks
- Add stage 1 puffy slug
- Add 3 new levels to stage 1
- Fix arrows going through some walls
The focus going forward will be on getting stage 1 demo-ready.
That means more content and polish. While this is happening the other areas won't be getting as much love but at least it means we can get Mr Figs in your hands quicker :D
Ciao for now and keep your eyes peeled for more demo updates!
Hello hello!
I originally thought this month had been pretty unproductive but after checking the logs, I've actually done a fair bit.
This month has been very heavily focused on the third area (again) and coming up with mechanics and content. This mainly involves trying to think of fun enemies and objects that are different to ones you have already faced in the game.
The visuals for the third area have also had a significant touch up. We're at a place where we don't need to fiddle with them much more which is a massive relief because I was dissatisifed with the art for this area for a long time.
Anyway, I digress...
On with the show!
- Added new slime enemy with two different variants
- Added worms. Very deadly, be careful
- Added gates and levers
- Improved the art for all sprites in third area
- Added the ability to interact with things (see 'interactivity' below)
- Added 4 new levels to the third area
- Added a nicer/consistent way of doing "tweens"
- Rejigged how events are handled which should in turn improve performance
Interactivity
This is perhaps the biggest change in the update and one of the biggest changes in the game!
For the longest time, Mr Figs could only run and bomb. To interact with things he would simply walk into them until they do their thing. This felt a bit clumsy in some cases. For example, you could accidentally push a rolling ball when you didn't mean to.
Now, you have to explicitly press a button to interact with an object. Currently there's not many things that can be interacted with as it's quite a new mechanic but expect it to grow.
That's all for now, see you next month!
Howdy howdy,
Without furher adieu, let's dive straight into this month's updates!
This month has centered around content for the third area of the game.
This means making mechanics, making levels around them and seeing how they feel.
Ultimately, a lot of ideas get scrapped because they might sound fun but when you actually go to play it, it doesn't translate.
This is by far the most frustrating part of the game's journey but it's necessary so we can eventually find the diamonds in the rough and build good levels off of fun mechanics.
I've also fleshed out a few prior areas with a few more levels and spruced up some sprites. Overall it's been a productive month with not much to shout about.
Here are the changes:
- Added more secrets
- Added ability for music "themes" in levels so we can have different atmospheres depending on level vibe
- Added rotating turrets to third area
- Added 2 new levels to the second area
- Added 4 new levels to the third area
- Redid the walls/floor art for the third area
- Made gelatinous blobs on second area bombable
- Improved portraits for certain characters
- Improved mine sprites and added visual effects when they're stepped on
- Improved first area's turret sprite
- Improved performance of bullet collisions a bunch
- Improved performance of pressure plates massively
- Properly fixed rotating to a sprite (this affects ballistas)
If you want to follow this journey a bit more closely, you can join us on Discord. I frequently post snippets of works-in-progress there.
That's all for now, I'll see you next month!
Welcome back to another episode of Screaming Into The Void.
This month has been pretty productive. I thank my holidays over the Christmas period for that one.
As a result, we've got a fair amount to get through.
Once again, there is no video devlog this month. They take time and to me, the game is higher priority. I will get to doing one eventually...
On with the show!
This month:
- Add speech audio for all characters
[list] - Mr Figs (and other characters) now have cute (or not-so-cute) voices to go along with their dialogue!
There's some boring stuff I omitted but that's all the good stuff.
We're getting ever-so-slightly closer to a demo which should be exciting!
Catch you all next month, remember you can find me Discord, X, and here
Ciao for now!
Aloha!
This month has been another busy one though it may not seem like it.
A lot of work was going on behind the scenes. The update this month is more "admin" than "fun" but I still managed to squeeze some fun in too!
The following has been added:
- ballistas
- missiles
- localisation (more below)
- sound effects for fists
- sound and particle effects for ice
- complete overhaul of level select menus
- finessed the music player a bit more so it pauses and resume music across areas correctly
- added more music for the second and third areas
Localisation
Mr Figs is a pixel-art game and that is by design.
Unfortunately this means some languages don't play nice with these constraints but I've managed to find a font that will suit all these needs so I'm happy to say that on release of Mr Figs, Russian, Simplified Chinese and others (to be confirmed) will be supported!
Hopefully this gets Mr Figs out to a larger playerbase as a large portion of my wishlists are coming from the Russian Federation and various parts of Asia.
A devlog is coming to highlight all of this and last month's work but as the holidays are approaching, we'll probably be looking at the new year for that to be released.
See you the same time next month!
Good morning once again,
Before we get into it, the trailer for Mr Figs has been released!
This is likely to be superseded at some point by a trailer that shows more of the game but for the time being it's doing a good job of showing _some_ of the mechanics present in Mr Figs.
You can view it here:
On with the show...
This month I spent a lot of time working on the second area, new levels, more hidden items, a new boss and a new dialogue system instead of the old cut-scenes that were present previously.
I'm hoping to get these ironed out so I can then begin work on the third area mechanics
The most significant changes were:
- A new dialogue system with character portraits, zooming and other niceties
- New levels to establish the story
- hidden rooms. These are hard-to-spot rooms on levels which may or may not contain certain items
- 10+ new levels
- A new ghost enemy
- moving platforms
- Started work on second area boss
- New walls for the first area
- Bombs now shake when about to explode
- Bombs now explode when placed onto spikes that are "up"
- Improve pushing sprite a bit more for figs
- Re-added in a death sound/animation for figs when he's hit
- Added sounds to portals being used
- Big performance improvements on holes (19fps increase) and "stressed tiles" (10fps increase)
- Consistent font everywhere
P.s.
There'll be no devlog video this month simply because I would rather spend that time on the game. When it arrives, expect the next devlog video to be a big one!
You can watch previous devlogs on the linked YouTube channel at the bottom of this post.
See you all next month!
Good morning all,
The focus this month was mostly on content. As such, there's been a fair few enemies/hazards added.
Once these are ironed out, I can then start making some levels with them
The changes are as follows:
- Added animations for rolling ball on first area
- Added arrows that change the rolling ball's direction
- Added a mech/chasing-square enemy to the second area
- Added a Gelatinous blob enemy to the second area
- Added a fist enemy to the second area
- Added a TNT mechanic to the third area
- Added rough floor/wall tiles for the third area
- Got carts working again on the third area
- Made it so that carts work on anything, not just Mr Figs
See you next month!
Afternoon folks!
This is the first in the monthly updates for Mr Figs.
In this, I intend to give a brief update of what I've been working on for anyone that's curious.
This month has mainly been focused on the second area (Ice Caverns) and some performance optimisations which were deemed necessary
Without further ado, let's jump into it!
Fixed slugs accidentally going over holes
There was a bug on the first area where a slug could walk over an uncovered hole.This has since been fixed
Redid portal sprites
The portals for the second area have been given some TLC and are using some brand new sprites which fit better with the rest of the gameRedid second area floors and walls
The entire second area's art has been redone. The atmosphere has had a massive improvement because of this and I can wait for you guys to play itAdded timed spikes
I've added in some spikes on timers for the second area to keep things interesting.Added pressure plates which can trigger multiple spikes
The second area has more complex pressure plates which can trigger multiple things and also affect each others pressure plates!Added sprites for when Mr Figs is pushing up/down on a rock
Previously, Mr Figs would always show a "left push" sprite when pushing a rock. This has finally been remedied so he now has all directions covered when pushing rocks.Added 7 new levels to the second area
The second area has been given a lot of love this month. We've got 7 new levels exploring all the new mechanics I've added in.I'm sure some won't make the final cut but it's progress nonetheless
Added animation for when Mr Figs is sliding on ice
Mr Figs was not animated before when sliding on ice, now he is!Added a new turret and bullet type to the second area
The second area now has a much deadlier and faster turret than the first.Added snake enemy
The first area has a new enemy!The snake will idle until you get close and then begin to (sort of) chase you and spit venom.
Lots of performance optimisations (particularly around particles and events)
This month has seen a lot of excellent performance optimisations.Even the heaviest levels now run at a smooth 60fps on a 10 year old laptop. I call that progress.
For the nerds among us, these were the optimisations:
- Used a spatial grid to speed up bullet collisions
- Used events less and relied on timers more to switch between states
- Object pooling for particles
- Caching around image loading
- Chunked updates where necessary (only update what's in view)
Minimum Setup
- OS: Ubuntu 16 or any Arch distro will work
- Processor: Intel Core i3Memory: 250 MB RAM
- Memory: 250 MB RAM
- Graphics: Intel HD Graphics
- Storage: 200 MB available space
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