Greetings from Gamercamp!

It seems like a long time since I last wrote a post. Since I’ve released the beta demo of Gonna Catcha, I have been less compelled to write about it since it’s much easier to learn about the game by playing it than sitting here reading about it. Also, I was going to post about the International Archaeology Day playtest session with Rise & Fall, but the post ended up being not very interesting on it own, so I’m going to combine it with the Gamercamp playtest session post I’ll write about after Gamercamp, which is happening right now. Yay.

In the meantime, I suppose I can talk a bit about what was added to Gonna Catcha since it’s release. Aside from several major bug fixes that somehow slipped through my keen eye, the biggest update to the game is the inclusion of several new options in the game’s Service Mode (fancy arcade talk for “Options Menu”).

Well, there’s your problem.

I feel like I’m being very thorough with the amount of customization you can do with the game, and I haven’t even put in the sound test or let the player customize gameplay settings yet.

During the development of the co-op mode, I had difficulty deciding how to bind the controls to what keys on the keyboard without the two player bumping their hands into each other. Also, what might be the ideal key bindings for co-op might not be for single-player mode and everyone has their own preferences on what the best key bindings are. In the end, I decided to let the player(s) figure out what controls work best for them and put in a key configuration menu.

UNLIMITED POWER!

This is the first time I’ve made a key binding system for a game and it turned out to be less trouble and error-prone than I imagined. GameMaker: Studio has built-in functions for rebinding keys, but I ended up creating my own solution.

With great power comes great responsibility.

I have received some feedback from people who played the demo. Aside from pointing out the bugs, most have praised the retro arcade art style and audio of the game, saying that it’s quite accurate and devoted. One thing that came up was some people had trouble getting the game started because they couldn’t find the “Insert Coin” key. So to help new players, I added “key reminders” on the title screen to help them get started.

I don’t understand your crazy
moon controls!
I also made the list of default key bindings clearer in the manual (if people actually read that thing). for those acquainted with the controls, there is an option in Service Mode that allows you to turn the reminders off for a more authentic arcade experience.

Oh man. *tap* *tap* Which button is it?
*tap* *tap* *tap* *tap*
What would make it even more authentic is an entire arcade cabinet, but let’s not get ahead of ourselves.
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