Development Log #1


Hey Folks! Thought it was long-past due I started chatting to you all a bit more about what's going on in the exciting world of Portal Brawlers!

Firstly, Hi! I'm Richard, I bear a striking resemblance to Omar (pure coincidence) and I'm the Lead Developer on Portal Brawlers. I handle all the code, design and implementation. Together with our small-but-awesome team of Artists, we're bringing you this magical adventure. 

The demo has been recieved very well - the feedback falls into a couple of categories that I want to address and how we're planning to sort those things out and what kind of priority we're working on. 

FEEDBACK - This game looks wierd on my non-16:9 Monitor! Help!
This was super high on my list - the game is built around 16:9 resolution for a large number of reasons, and people using superwide monitors really caught me off guard! The camera boundaries, sprite sizes and scale etc. are all built around that resolution, and I spent a fair chunk of time deciding how best to tackle that. Our solution has now been implemented - a dynamic scaler that automatically displays the game in the largest 16:9 resolution your screen can handle, and black-bars anything outside of that resolution. 

For example, if your screen is wider, expect vertical black bars. If it's taller? Say hello to horizontal bars! Even better, the bars react to screen sizing so no fears about running it in a window and resizing on a whim. Very pleased with it as a solution, honestly.

An absolute and admitted oversight that's been fixed in todays 0.2.3 version! 

FEEDBACK - I want more ways to hit things!
Obviously this is a huge one for us. We've been working hard on deciding exactly how to expand the combat system, and have made big steps in the last week or so. I've broken it down in a few ways that matter.

Basic Combo
The basic combo was great, admittedly. It felt really good to just one-two-SMASH an enemy. But it was also short, and that big hit at the end didn't give us anywhere to go with it, so we looked at how to change that. We've switched it up into a full five-hit combo for Thunk, making it feel more impactful without the finality of the smash


This also opened up other avenues - what other attacks did we want to implement, while we were revisiting the system?
Well, how about... 

Gut Punch!
A powerful attack activated by holding the Attack button for a moment.                                                                           
Ground Slam!
A dedicated special move. This takes a small piece of health in exchange for a devastating knockback                   
Stomp!
While we're not ready to reveal WHAT you might want to be stomping just yet, it was too cool to not reveal to you...

As you can see, we've been massively busy in the background!

Our next steps include reworking the enemy AI to make it feel more dangerous and interesting, planning out there rest of the Goblin Forest encounters (including a VERY COOL boss fight), and some beautiful art updates across both environment and enemies!

Until next time! 

Files

PortalBrawlers-PublicAlpha-0.2.3-PC.zip 56 MB
May 07, 2024

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