Differences with old versions #2


Devlog disponible en français ici

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In last week's devlog, we talked about some differences between the two versions of HopDrop. We mainly talked about technical differences and a shader to make water. If we talked about the content, wouldn't we talk about the form?


1- H0LY $H!T

In the RPG Maker version of HopDrop, the language used was nice and at worst familiar. This followed the development of GoldenWorld 1 & 2 as well as Felix Vengelis -Twilight King- 2, old games that had the particularity of being "special", even vulgar. No longer assuming this at the beginning of the development of HopDrop, I had decided not to use vulgarity. Especially since children liked to play this game at the beginning of development, I then went in a "general public game" direction.

But that was before and the least we can say is that over the years we have gradually moved away from this smooth game aspect. Without falling into the trap of Twilight King 2, I finally decided to make more daring humor, to rigorously use more daring terms... In short, making a more daring game without being excessive, this gives me more creative freedom.

To serve this, having a 12-year-old protagonist is a bad idea. Thus, Alex is now 18 years old. I am thus getting a little closer to one of my models: Conker's bad fur day.

2- The worlds' model is changing

The worlds were often inconsistent, because even if they all shared the pattern "8 Fairies to save and 50 Candies to collect", some worlds had in addition local collectables, a special move to learn and a transformation... And even at the level of bosses and mini bosses it was sometimes complicated, the Spring Valley was for a very long time the only world to have only one mini boss.

All this belongs to the past, because each world now has all its elements:

  • 9 Fairies to find.
  • 50 Candies to find.
  • 5 Bags of 10 Candies to find. A new feature to tickle the acute collectionitis of some players, especially since the worlds are bigger than ever.
  • The 4 local collectables are now to be found in each world after launching the quest with the NPC who offers it.
  • 4 pairs of teleportation steles. This number before could vary.
  • If the moves to learn remain in the game, the transformations disappear.


3- ♫ I'm the map! I'm the map! I'm the map! I'm the map! ♫

In the Unity version, the Spring Valley is particularly big. Basically the first world and one of the smallest, it is currently comparable in size to the Nothere Wood of the RPG Maker version, which was the largest world as well as the most complete. It can therefore be easy to get lost, so this is where a map system appears on the pause menu, where the different places visited are unlocked gradually and where the teleportation steles are visible once activated.



It's done for today. See you next time

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