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Direct link to the YouTube video, again, because the embedded player is broken in my post preview and I don't trust this website to work: YouTube 

I've been meaning to make a post, sooner, but I was busy, busy, busy.

Let's get started...


1.) UI Sounds

In the video, you can see and hear the current state of the menus: Most notably the UI sounds, that make the menus bit more juicy. (Pay no attention to the lack of background music.)


B.) Game Mode Changes

I have also started re-working the game mode system, to make it a bit more flexible.

As a result, there are now two main game modes: Crush Hour and Time Attack:

  • Crush Hour: There is a time-limit, and your goal is to cause as much destruction as you can, before the time runs out: Your goal is to score as much property damage as possible.
  • Time Attack: Instead of a countdown and a time-limit, there is a stopwatch—when a certain percentage of the city has been destroyed (i.e. 66%) the game ends. How long does it take you (and your friends) to destroy the city?

What I really like about Time Attack, is that you can play it cooperatively with friends, when playing in local multiplayer! (Which isn't to say that you can't compare your personal scores, afterwards, just in case you need that extra little bit of rivalry.)


Current work-in-progress state of the game mode selection and options screen. There's still a few changes to come, but witty names were a priority.


Updated results screen: It will now also show the time and level of destruction! In case you wondered, "8.3%" is not a good result.


Paragraph §3: SFX Support Arrived!

Another short paragraph: I'm happy to announce, that WangleLine has officially started helping out with sound design!

She's a professional sound designer who knows what she's doing; she'll polish some of the SFX work I have done and fill in whatever gaps there still are. Yippie!


Chapter IV) Steam Store Page has Launched

A big milestone for the game: The game's store page on Steam is live!

Steam will let you know that Pawperty Damage is a lot like FIFA 23, and who am I to disagree?

As a result, I have been very busy pretending to be a social media marketing person, the past two days, because the announcement has received quite a bit of attention: Some of you will know, because it may have been the reason you found my Patreon and are now reading this, haha—thank you so much!

I have been absolutely overwhelmed by the support and positive feedback; it really means a lot to me and has been extremely motivating! 💜


A look at my shop graphics master file. Just in case you ever wondered how many different graphics it takes to publish a store page, on Steam!


Section 5) itch.io Page Coming Soon

After Steam, I will also create a page over on itch.io—for a preview, feel free to check it out, here: Pssst, super secret link, do not share!

Afraid your Steam friends will be able to see you play Pawperty Damage? First of all, don't be—cringe is dead. But also, there's always the itch.io version, I suppose!

(You think I'm joking, but that's feedback I've gotten from a bunch of people, who were genuinely concerned, hah!)

The version on itch.io will come with a few less features: Namely, it will have neither achievements nor Steam's Remote Play, which allows you to play local multiplayer games via an online network.

On the plus side, the version on itch.io will release with a "pay what you want" price tag: And if any player so chooses they can pay $0, too.


Nummer Sechs) Lokalisierung

Ursprünglich dachte ich nicht, dass ich das Spiel in unterschiedliche Sprachen übersetzen würde. Wenn allerdings ein Spiel auf Steam eine Sprache nicht unterstützt, wird es für Spieler dieser Sprache automatisch aus Suchergebnissen gefiltert oder depriorisiert... Darum macht es Sinn das Spiel in mehreren Sprachen anzubieten, um die Reichweite zu erhöhen und es noch mehr Spielern möglich zu machen es zu spielen!

Videospiel des Jahres 2023, "Pfotenschaden"


So gut! [Translator's note: It's such a pain to re-engineer existing UI layouts to make sure they play well with labels that are suddenly twice as long, to fit German words.]

...

Seriously though, Unity's new(?) localization package is surprisingly easy to use, and other than re-working all of my UI, implementing localization has been a breeze, so far!

Once I get closer to release and am 99% sure that all of the games' texts and labels are final, I'll start looking around for translators: The more languages the game supports, the more people will run into it and be able to play!


???) Did... did I forget anything?

Probably.

If you couldn't tell, things have been picking up a bunch of speed, lately—which is great!

There's also one more fun announcement that I'm still holding off on. A possible surprise, for another day!

But most importantly...


💜) Thank you for your Support!

I'll try my best to keep future updates shorter, so it's less of a commitment to read through all of it, whoops!


Edit: I should stop writing these at 3am—sorry about any typos and errors, heh.

Files

Patreon Update #37

Patreon: https://patreon.com/darelooks Twitter: https://twitter.com/DareLooks

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