Weekly Update #12 TechDemo++!

botchan++Finally! The TechDemo++ is finished and ready to test and play!
The last week we worked very hard on the game, fixed bugs added new features we wanted to see in the TechDemo++ and we did it!

First, we want thank all our supporters and players for helping us making the game as great as it is and we hope you will continue to help us make the game better!

But enough of the sweet talk, here is the link to the new TechDemo++!

CrossCode TechDemo++


So what changed? Have a quick look at this Changelog:

  • added new simple bot enemy
  • new health bar displayed below enemies
  • changed graphics of counter-shooting turret bot
  • made camera move more smoothly (does not move rapidly when aiming in a certain radius)
  • gameplay changes:
    • fluid player movements when switching to aim mode
    • The aiming line now goes precisely through the crosshair
    • matching reaction on ball hits: player and enemies only blink when actually damaged
  • changed dodging:
    • faster dodge with less penalty on aiming precision
    • you can dodge 3 times in a row. After this dodging gets slower
    • you can dodge through enemies
    • you can now dash using space too
  • added gamepad support for Chrome! Play CrossCode with your Xbox-Controller!
  • added AR-Display
    • displays a small message box over map content
    • used in combat to inform about enemy behavior and state
  • added MUSIC & SOUND
    • the volume can be changed via the options menu on the left site
  • updated webpage to support multi language (currently German and English)
  • new puzzle object: Multi Hit Switch (needs to be hit multiple times in quick succession)
  • new method to pre-render graphics (drastically reducing the draw-calls and thus increasing the performance)
  • new control mechanics to control the game via keyboard. Use the movement key to navigate through menus (or the D-Pad on your gamepad)
  • new rooms (one to show the multi hit switch and one after the credits ;))
  • made the ceiling of maps darker to separate them better
  • new graphics for buttons when hovering over them (or selecting them)
  • implemented GameAddon architecture to structure our game
  • GUI improvements

As you can see there are indeed a lot of changes! We had a lot of great feedback and implemented or fixed bugs which where mentioned by the community!
So now have fun playing our new Demo!

26 Comments

  • YES YES YES!

    Now testing…

  • Okay, here are my comments so far.

    The menu music is way too mysterious, but kind of fits. The little techno squeak upon clicking play is awesome, though; KEEP THAT AND MAKE MOAR OF IT.

    Ah, I see the Analyzing Avatar thing. Wait… does that mean Bot-chan iss just being controlled by us? IN-STORY?

    It’s kind of weird to hear music without sound effects. Step 2: SFX.
    The little “Charge ready!” sound is awesome, as well as the new cargo ship music. Nice, Intero! I’d personally like a more whoosh-y sound that plays as it’s charging up, but for now, nice!
    I shall continue playing.

    • The sound for an energy ball bouncing off the wall sounds like it’s a stick you’re throwing at the wall. Add techno fizzyness or something.
      Ah, the door sound sounds much more like what I expected. Good.
      BUG: The music seems to stop at intervals to play the “step” sound.
      I notice the transport pad whatever is glowing. Nice touch. And the music is amazing and totally fitting here. Very good job!

      • OH IT’S THAT MUSIC! Nice transition! The fade-out might be covered up by the string a bit more, but still, AWESOME! You have already invoked nostalgia in me just from hearing the puzzle music.

        The “barrier down” SFX is pretty much what I expected. Good. DO MORE OF THAT.

        I have the same evil-sounding criticism of the music that I had before, but it fits in much better then I thought it would. I’d still reccommend removing that evil part.

        • YEAH HEALTH BARS!

          The turret robots sound like they’re sucking from a straw when charging a shot, and like a Deku Scrub when they fire it. FIX THIS.

          I have the same complaints about the music as before; those flutes are REALLY unfitting.

          • Yay, I got to the credits! The music is kinda sad. The expanding lines are cool, though.

            For the sound, is that 2 people with ridiculously long names, or just a ton of first names?

            Oh yay I’m great because I’m a tester! :D

            I MADE IT TO THE FINAL ROOM! Oh hey, you can jump on the buttons?

            The final room’s music is kind of sad heroic, which could be fitting; let’s see what the room is…

            YES, ZELDAISH PUZZLES! Whoa, those stairs are confusing. I thought it was a height 3 container, and was very confused when I walked behind it. That’s confusing; fix it with a gradient or something.

            5 AT A TIME?! That would be insane if they didn’t do 5 damage now.

            Oh, I can walk on the barrier? That’s new! Nice gimmick!

            Oh that’s why it was so easy- NOOO YOU BROUGHT THE NON-NERFED ENEMIES BACK!

            The little “Charging” thing could be removed after the first 2 iterations, though. It gets annoying.
            Or just have a mode of disabling it in the options.

            The “Weak!” mode is also interesting… I look forward to the first boss.

            Oh no.
            You brought back the final challenge.
            COME ON!

          • Yes this one name :)

            And Thanks for all the comments! Very nice that you like so much!

          • 1st sentence: What?

            Thanks for making the game so awesome!

            Also, what exactly happens when you beat the mouse robots? I can’t get past them!

  • Those robots are very good at doing their jobs. THEY ARE EVIL

    • OH GOD THE MOUSE DROIDS ARE TAKING REVENGE!

      …That’s kind of funny, actually.

      • The thing that kills me the most is not the charge attack; it’s the other one. There’s no box that pops up, so I don’t notice it, and I get run over so many times I die. Didn’t you put any cheat codes in here? :P

  • So far….AWESOME!

  • damn, didn’t thought the rat will go berserk like that!
    haha, wish you give us a proper ending tough.

    And i’m still wondering, what is the story on this game?

    • Sorry can’t tell you anything about the story ;) We try to keep it a secret to surprise you more when you first play it.

      • you just made me more curious!
        Please finish the game soon!

        haha, btw, i often get confused about the second floor (or is it the third?). Maybe you can made the color more darker or something?

      • I can’t tell how long it will take for the next real Demo. More then the the step from TechDemo to TechDemo++ for sure.

        Do you refer to the ceiling? or to the second layer of containers?

        • the second containers

          any target date for the final release? (so i can mark my calendar)

        • The tileset is very angular so it might seem a bit irritating but trust us it physically correct! Later tilesets will probably be more clear about the height.

          There is no release date yet. We have some plans on what to do next and we will keep everybody informed on what we plan and when you can expect new content from us.

  • @Someone
    No for a real answer:

    I will not spoil any plot related information so you have to wait until the next Demo ;)

    A mode to disable the AR-Display is planned. So players you know the enemies can just turn it off.

    The flutes might seem to not fit but we also didn’t want to make a generic soundtrack. The soundtrack should fit the plot and the game and we think with what we currently have we have a more unexpected and unique soundtrack :D

    Bugs regarding the sound/music are very likely especially on other browser then Chrome. We plan to add the WebAudioAPI (again only Chrome) to make the sound even better but sound will always be a problem in the web it seems (We actually had a lot of trouble with it).

    Again thanks for all the comments!

  • Is there any plans of getting the game made into a application format so we don’t have to use web browsers ?

    • Hi there!

      We will certainly look into options to provide the game as some kind of offline version, e.g. for PC, smartphones or even consoles.

      There are more an more options arising to port HTML5 games to different platform. For example, Nintendo announced the “Nintendo Web Framework” recently, that might make it possible to port CrossCode to the Wii U easily.

      • Thanks for replying !

        I actually have some more questions

        The game description mentions the action-RPG genre

        Does it mean there will be leveling up and a Inventory/Equipement changing/”spells” (or a sort of MP skillset) ?

        Furthermore

        Will there be a worldmap ?
        or free roam elements for that matter ?

        If the above is confirmed, will we get a sort of arena/colosseum were to just sit there and earn loot through mass murder of mooks or even race tracks were one has to clear puzzles as fast as possible to get to the finish ?

        Also will there be other characters and will we be able to play as them and/or be able to play without being forced in running around with a full party ?

        Sorry

        I know I asked a lot but thoses questions were bugging me a little bit…

        • Hi!
          Those are really a lot of questions. :D
          The game will feature a lot of the things you mentioned.
          There will be ways to level up, some kind of skill system and equipment.
          Not sure about the world map.
          Don’t expect something in an old-school JRPG style. We might try to make several things a bit different.
          I don’t want to promise to much here as it is still possible that things change.

  • The demo was fantastic. Awesome music, fun/unique gameplay and gorgeous sprite work. I wish I could’ve played more. I’ll definitely love to see a Wii U port!

  • tictac91 on April 10, 2013 at 8:35 pm said:

    I like so much the battle system!

    the sound when the charging of a sphere is complete must be a little bit louder because when there are many enemies on the screen is important ear the sound clear to release the button as soon as possible.

    sometime the graphic perspective is a little confusing about the depth or height of the platform, but nothing so important, is still good.

    all the rest is so awesome, puzzles and a great battle system, i love it.

  • Love the Demo! Keep up the good work! I was really sad when the game ended I thought i would go on forever! :)
    Overall great job cant wait for the full game :)

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