0.9.0 - Rebuild
Hey everyone, it's been a while! I have finally finished rewriting Serenade of the Sirens and 0.9.0 update is complete. The original scope of the 0.9.0 update was to update the layout of the procedurally generated levels and the item shops, but as I dove further into it I realized that a rewrite would be more beneficial as opposed to just refactoring.
What I didn't expect was how long the rewrite was going to take. Instead of going down the path of the rebuilding the game, time could have been spent working on new features. The trade off was having a better structured project, making some needed changes to the fundamental systems of the game, and preparing the future for more changes.
I've been striving with the last series of updates to get the core game solidified so I can expand upon it and I feel like with the latest update the core of the game is at a place I have been wanting it to be for awhile. There are still some additions and tweaks that Serenade of the Sirens need to become the game that I know it can be and they will be applied in future updates as I continue to iterate on the game.
A few points before I close out. It will be awhile before the next minor release 0.10.x version update, but I will provide patches to fix bugs and make tweaks to the 0.9.x version. Last but not least, the save file has been deleted with this new update. There is a possibility that saves will be wiped in the future while Serenade of the Sirens is still in early access, but this won't happen for awhile. I'll give a heads up before the next save wipe. Thanks for reading!
Upcoming Release of 0.9.0 & Rebuild
Hey everyone! It's been awhile since the last update. I normally give updates once I have a new version of the game out, but since the latest version has been in development for awhile now I thought I would give an update before release.
In my previous update, I explained how I would be updating the levels and item shops in 0.9.0. I thought long and hard about this and decided to rebuild the game from the ground up! This was done not only to have a better level layout that fit the vision of the game but to also be able to easily add more features in the future.
With the trajectory of the current phase of development, 0.9.0 should be out with the next 1 - 2 months. If anything changes, I'll be sure to provide an additional update in the future.
Besides changes to the levels and item shop, there will be tweaks to the graphics as well as music/sound effects. As a cancellation prize for the current iteration of development taking so long, here is an updated version of Iceberg Depth's theme:
0.8.0 - Wide Screen
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33517612/2e5a2a1ca98a2442aa7637c889ffd40427eb2ee5.png Serenade of the Sirens (SOTS) is finally widescreen! This gives Seika much more horizontal visibility. There is also a new title screen as well as changes to the background and tile colors.
The next series of updates will focus on enemy (including bosses) and item changes. This will be contained within 0.8.x versions. Version 0.9.x will have updates to levels and the item shop. There is also other changes in the works, but I won't reveal until it's further along. If any of the plan shifts I'll provide details in future updates!
Hey everyone! Here is another update for Serenade of the Sirens. The most notable change is Seika’s main attack changing from a close ranged attack to a projectile. I believe this change aligns more with the direction that the game is heading in.
I would like to also make a note that due to upcoming updates, which includes newly added and updated enemies, levels, items, and end game powerups, there will be at least one save file wipe. I will go in more detail in a future post.
0.6.20 - Level Makeover
Hello everyone! Pushing an update to add changes to the level backgrounds, tiles, and coin sprites. I also made changes to the amount of areas in the beginning part of the game. The next series of updates will focus on polishing and tweaking the existing elements of the game. I also have additional content mapped out for the future, stay tuned!
0.6.19 - Currency Update
Small update including tweaks to level generation and coins now representing in game currency. I'm almost to the place where I want to be before adding more content. I'll give more details in future updates.
0.6.17 - Persistent Levels
Happy New Years everyone! With a new year comes a new path for Serenade of the Sirens! Pushing out a new update to lay down the foundation for multiple paths throughout the underwater caves. The cave paths are currently linear but that will change in the near future.
Included in this is update is the addition of persistent levels and the removal of the level timer. Stages now take slightly longer to generate, but I will fix that in future updates. Also, I felt that the level timer didn’t align with my vision for the game so I’m removing it. Last but not least I’m disabling in level events until there are better integrated with the new procedural generation system.
While I was working on changes to the way levels are procedurally generated, I ran across a bug that I can’t believe I didn’t catch. The size of the levels weren’t calculated correctly! I’m continuing to work on 0.7.x but in the mean time I’ve pushed an update to fix level sizes. Another change includes a slight delay to the enemy shark’s attack.
Bug Fixes: * Seika could get stuck when exiting level in rare situations. * Electric Eel Shock and Eva's Flame didn't do damage. (Broke from adding the mirror item)
0.6.11 - New Items, Ability, and Ghost Piranha Sprite
Added 5 new items, a new ability, and updated the sprite for ghost piranha.
So I've been taking some time to plan out and redesign a few things. On the backend I've been testing out new content and will add more once 0.7.x is released. In the mean time, I thought it would be a good idea to patch 0.6.x since I've fixed a few bugs and added a few changes.
In 0.6.8 Seika starts with a chargeable projectile attack. Previously the harp item gave Seika the projectile ability, but I thought it would be better to be in inherent ability instead and have the harp argument the charge speed.
I've also added a new dash attack for Seika. This mechanic isn't fully complete as I'll add more tie ins to it as well as an introduction to how it works in game. I won't advertise it until it's complete, but you can test it by dashing against an enemy an hitting the dash/dodge button again. This also recharges Seika's projectile attack.
Other than that, I've been doing some refactoring. I've stumbled across a few bugs and fixed those as well. New items and content will be in 0.7.x before Christmas!
0.6.7 - Random Level Events
Implemented random level events. These events happen infrequently at the beginning of Seika starting a new level. I will add additional events and tweak how it's currently working in future builds. There are also a bunch of minor bug fixes in 0.6.7.