No Mushroom for Bad Code!

Hey Everyone!

First of all, thanks to everyone that has already pre-ordered Ribbiting Saga. It means a lot. However, if you haven't pre-ordered yet please consider doing so. We still really need some support.

Today's update is light on visuals as a lot of time was spent planning and discussing what we want to launch within Early Access, plus some more technical programming work. However, I can share a small tease of what we have planned for the general look of the Kingdom.

The Kingdom

Ribbiting Saga is broken up into themed areas. There is one for each required boss. Since these areas are very different from each other we wanted to have a palate cleanser to connect them all together. However, we didn't want to go with something typical or ordinary like sprawling green forests created by plain old green trees. So what's a common fantasy trope that is a little more interesting than standard trees? Giant Mushrooms! The art for the mushrooms is still very rough but here's something to get the point across.

See, giant mushrooms! It still carries that classic fantasy vibe without being too boring in my opinion. We'll have more to share on what the kingdom will look like in the coming weeks, so stay tuned!

The Guntlet and Programming

I'm currently working on implementing all the abilities for the Guntlet. During this process, there was a major change I've needed to make that became required. At risk of this turning into a technical post, everything in the game can be in multiple "States". For example, Idle, Running, Attacking, etc. Unity has "Animation States" and we previously used these to define the logical state of entities as well. Meaning, if I simply played the "Running" animation for Andi, all the code for handling his movement would also be run. Some people like doing this, but I've found it to be a nightmare. Now, I've entirely separated them. That way I can switch out animations for different runs without having to duplicate a bunch of code.

Early Access

So we have some general ideas of what we want to have done for Early Access but we definitely don't want to start promising more than we can deliver until we get a little closer. You'll likely see me start to work on some code and assets for some of the crazier features we have planned. However, please remember that development is very fluid and things can and will change.

Anyways, that's it for today's update. Please be sure to join our Discord and support us by pre-ordering if you like what we are doing.

Thanks so much for your support. You're Froggin' Awesome!