- Winter Sale Discount - 23 December 2019
'Tis the season to move a few units. By the power of that Christmas miracle, maybe I'll be encouraged to get the game out of Early Access! As New Year's resolutions go, that's not bad.
- New Translations Incoming - 28 October 2019
I know there've been painfully few developments in the past few months, and I'm sorry. I do aim to get the game out of Early Access someday, but I have to get the ball rolling again, and it's... you know, lead, or something. I've decided that the least I can do (actually, it is a lot of work, but I like it) is start translating the game into other languages. So far I've got the intro totally translated into French - maybe someone can let me know what they think of it. You can choose the language now on launch, apparently (that's what Steam's documentation says, but I'll have to confirm). I'll try my hand at Spanish in the future, but since I've got only a few years of that under my belt, it may not go quite as well. We'll see!
- Long Overdue Fixes - 25 June 2019
There was always supposed to be stronger gravity in the Mt. FaceMelter stage, because science, and that's finally now the case. Missing checkpoints have been added into Fossil-Vania and Echo Beach, also, and some minor design issues have been addressed. It's getting a bit more interesting to play, in some places. Yay!
- Gettin' Good Under the Hood - 24 June 2019
Today's announcement is just to say that there's been a good deal of nittty-gritty optimization to the game loop and state-checking - which, in all likelihood, no one would ever notice if I didn't make this announcement. It's just the right thing to do, I guess. The City-themed stage is forthcoming, now that I've worked out the scale and some other details that were holding me back. Stay tuned - it is possible you'll see a sudden discount for the Summer Sale very soon ;)
- Local Save/Load now Operational - 14 June 2019
Implementing file I/O is far from my favourite thing in the world. Probably because I wanted it over with, I got a little ahead of myself, and tried to work in the SteamCloud functionality at the same time as the local stuff. This was ill-advised. Suffice to say, for now, your high scores and letter grade data for each stage will save on your own machine. Your progress at large (i.e., tier gates cleared) will be pulled from Steam, if it's the more recent data, or from your local save. Let me know if this works as I'm hoping it does :) Now, on to the Cloud....
- WE'RE BACK - 6 June 2019
After my impromptu hiatus, I got up the gusto to work on Reptomom today. To celebrate, there's a 20% discount on the game for the 2019 Summer Sale. I'm painfully aware of the remaining problems, but I'm dealing with them one by one. For example: The time grade calculation was faulty when the stage was not over a certain length (width) and would always give an 'F'. This is now fixed by setting a minimum value for the width multiplier. The checkpoint in Mt. FaceMelter, depending on where you crossed it, would place you directly over the lava with no hope of escape. I believe that is now fixed. The fact that high scores aren't saved between sessions is going to be addressed when I implement the "Continue" selection from the title screen. Other things are currently saved when choosing "New Game", such as the number of time-tiers cleared; once Continue is implemented this will not be the cas…
- Still Here - 7 April 2019
It's been a while, hasn't it? Thank you to all the curators who have redeemed my game key and written a review. I haven't read them just yet, but I do hope they're optimistic, maybe even positive to some degree. I've gotten into a bit of a slump, so there hasn't been much in the way of updates since the last one. I do plan to implement the City stage template, as well as fix up a whole lot of things. As usual, if you have a shortlist of things you'd like to see prioritized, fire away.
- Fix to Art Viewer + New Art - 22 March 2019
I introduced a bug while trying to optimize the Extras > Concept Art screen. It should be fixed now, and your previous unlocks should have been restored. Also, there are a few new pieces to check out, making the whole collection thing more worthwhile! The length of the menu still needs tweaking, as it currently overruns the edge of the screen, but you can still see all the pieces by scrolling down.
- Update: Achievements - 17 March 2019
Hi all, I've got some new achievements implemented (with graphical assets, even)! The stats linked to these achievements should now persist through new sessions of the game - meaning you won't lose your unlocked art when you exit, for example. I've still got to make this true for the level scores and progress gates, however. Please check out the newest build, and see if you've earned anything new :) More refinements, tweaks, and other glorified names for bug fixes to come. Please stay tuned.
- Known Issues - Fixed, then Broken again - 9 March 2019
Hey all, I went to fix a bug in the Extras screen where you could view art before you actually had the coins to unlock it. Although that's fixed now, I seem to have somehow broken my Steamworks API implementation. The Steam client isn't being detected. I think this may have resulted in the app crashing on launch for any number of players. I'm reverting to an older build while I sort this out. Thanks for you patience. K
- Bug fixes - 3 March 2019
There were two bugs in the grading system: the first was preventing proper calculation in the Desert stages - you take regular damage from the heat, and that was counting towards Hits Taken and lowering the grade. The second was causing a newer, but lower, grade for a stage to overwrite a previous high score grade. Both of these have been fixed.
- Update on Release Schedule... - 28 February 2019
I don't really grasp the inner machinations of Steamworks -- it's impressively opaque in a lot of ways, actually -- so it turns out that as soon as my build was approved (today), I was able to release the game when I'd intended all along (again, today). In other words, REPTOMOM is now in the wild. I'm hoping everyone can get the most recent build, because neither of my administrator accounts seem able to yet. I have been wrangling with this all day, not to mention the years leading up to this day, so I figured it was just about time to get something out there. Please don't judge too harshly, and enjoy. K
- Playable Build going live, some Achievements active, and more - 27 February 2019
Hey sportsfans, I've submitted a build to Valve. Thing is, I don't think it was the most recent one, which I wanted them to have - so I'm hoping that updating and making live a new build will ensure they get the version of the game that I intended. Anyway, as soon as Valve approves the build, it's going live. That might be as soon as March 4 - a little late, maybe, but better than never! In what has been another long and withering process, I have also confirmed that at least two of my programmed Achievements are working! Keeping in mind that this is an Early Access title, I'm giving a 15% discount for early adopters! There are going to be things missing, such as a proper ending and perhaps some 3 or more levels, but I'm going to keep plugging away at it and hopefully it all won't be long coming.
- Development Continues - 10 February 2019
Hi all, I may have been "Repto-mum" on the subject for a while, but rest assured, there has been slow but steady progress on the game. The Flame Breath item is now nearly 100% working, and (mostly) killing the enemies it's supposed to. This adds some survivability to encounters with MiniTanks, among other things. So much of the time is spent on debugging, though, that sometimes it feels like I'm going in circles. For an analogy of the debugging process, I like to think of an uneven carpet with ridges in it: you pat one down, and sure enough, another of equal size forms in a different place. Usually in the dark. Oh, and most of the time, you're blind. Anyway, the upshot of this is that there is now at least one respectable stage of every type, except the City type (nothing against cities -- I just can't move this thing). A full build -- "mostly complete", in Steam's words -- will likely…
- Enemy Profile - Acneopteryx - 27 January 2019
Hey REPTOfans, I've been hard at work implementing enemy behaviour for ... well, longer than I care to admit, but a good portion of the total development time is spent on these guys. Here, for example, is Acneopteryx. https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F34128309%2Fe4b16cf096081d06fb3bd8909c6be453532db646.png This little dude is making that awkward transition from bumpy-faced reptile to beautiful feathery bird (but is obviously still closer to the former). He's trying to fit in, which means that when he sees you, he makes a valiant but mostly-futile dive-bombing attempt in your general direction. So this is one of the first enemies you'll see, which is interesting, because it's one of the last I had left to develop. :)
- Note about demo version - 4 January 2019
*PLEASE NOTE!* For keyboard controls and other notes, please open the Quick Reference (link in right sidebar)! There are many known bugs in this demo version. It's still under heavy development and will be updated as time goes on!! There are no game-breaking bugs, so I hope you can still enjoy it in its current state. If you downloaded a build before the time of this posting, please update it, as I've made some changes. (The spikes in the Cave level, for example, weren't doing damage, so I've fixed that.)