- Changelog 0.906: - 29 September 2023
So there was a critical bug where the game would stuck in the intro cinematic. This essentially meant that new games could not be played. Oops. Also achievements have been added to the main game. However, since only the demo is released, I doubt that players will actually be able to earn them. Will have to check with playtesting. Red Sun 0.906: 9/28/23 Fixed Critical Error: Game would stay stuck on intro cinematic Steve camera fix Add Door Switch Removed Closing Door in Toro Kono Tower Added Achievements (The demo cannot host its own achievements, so achievements will be placed in the main game instead, however, since most players do not have the main game, no achievements will be registered)
- Minor Bug Fixes from Newest update! Thanks playtesters! - 26 September 2023
A decent amount of bugs and problems were found within the first day of playtesting the new version. Not all of them are fixed, but a lot of the easier bugs have been smoothed out! Red Sun 0.905: 9/26/23 Fixed multiple Respawn Triggers bug Player can no longer get softlocked In Toro Kono Tower Toro Kono Tower gate opens on either rooftop defeat or cabo defeat Cabo reward updated Removed player input when in cinematic mode Allow jump into rightmost subway exit Laser knockback velocity in Cabo fight reduced, phasing through walls should be reduced Em and Be Respawn position fixed Boss states should save on defeat Ammo room roof dash problem Added Healing Prompts by Left Tower Moved Directional attack prompt to more prominent location Fix Floaters reappearing in smokestack Bounce Pads now more Consistent and add fixed velocity Added prompt to skip cutscenes Added corridor from near Steve t…
- The game is finally an actual metroidvania! - 26 September 2023
Ever since the beginning of development, I've been debating on whether or not to make the game linear or something more open like a metroidvania. Since the Red Sun is one of my first projects, I decided to start off with a linear game, since designing levels and gameplay would be much easier. However, I've always envisioned the game to be a metroidvania, where the player truely explores a ruined city where competing factions vie for power, and the environment adapts to the actions of the player. Today, I'm happy to announce that the very first steps of that vision have become real! Players can finally explore the city in a way thats not just a straight line! Hopeful this means that it'll be more fun to go through the game, given to additional freedom of choice. As a part of converting the existing rooms into a walkable city, a bunch of new rooms and a couple mechanics were added, so eve…
- Sorry for the delay! A big update is coming out! - 13 September 2023
Just wanted to make an announcement about the development of The Red Sun. Its been almost a month since the last build, so I wanted to explain what is going on. A big part of the delay between updates is that the Red Sun is being turned into a metroidvania! That was always a part of the plan, but I just kept making the game linear because it was a bit easier to do it that way. Converting to a true metroidvania takes design time and comes with a few small technical challenges, along with a lot more work than I expected. But its coming along nicely so hopefully a rough build will be out within a week or two. Conversion probably added a bunch of new bugs so keep that in mind. Thanks it! Bye.
- Changelog 0.885: Some minor bug fixes - 23 August 2023
Development on a big update started last week, but before I put that out, I just wanted to add a few small fixes to bugs and undesired behaviors. Many of these relate to boss fights or adjustments related to the healing mechanic. Red Sun 0.885: Rooftop Fight Changes Combo Pips no longer persist through death Annie no longer attacks towards current position Em and Be get stuck on platforms less often Circle Hunters get stuck on walls less often Minor Text Changes Particles for completing healing changed to squares
- Changelog 0.88: Healing, Boss Changes, and QOL - 14 August 2023
I've avoided adding healing to the game, mostly because I was lazy, partly because I wasn't sure how it would affect the difficulty curve of the game. However, given the steep curve near the beginning of the game, I felt that a drastic change was needed. Healing should balance the difficulty. It works on the same system as the laser, where having 3 pips allows for healing. Having purple pips means that the player heals twice as fast (0.75s vs 1.5s). This should further incentivize aggressively evasive play by providing increased room for making mistakes. In game testing, players often manually respawn if they take damage early. Healing will hopefully mitigate this problem, as health is now a semi-renewable resource. Healing should not significantly affect boss battles, though it should make some significantly easier. Annie and Em & Be both provide opportunities for healing, which furthe…
- Changelog 0.87: Boss changes, Control compatibility - 9 August 2023
After significant game testing, I've noticed that the bosses are a bit unfair at this point. Most of them fly too high for player to hit consistently, and often "run away" from the player. This evasive behavior also encourages the play to fight evasively as well, which results in repetitive gameplay. Similar to the changes to Steve, I've lowered the float height of Em and Be, along with lowering the ceiling and raising the sun, in order to allow for tighter combat scenarios. Annie received a more significant change, and now adjusts height based on where the player is. Due to popular demand, the controls are allowed to bind to mouse buttons. Additionally, the first attempts controller compatibility were made. Red Sun 0.87: Annie now adjusts height based on player position Em and Be Float height lowered from 2.5 → 2 Em and Be sun object raised Em and Be ceiling lowered Controls are now bi…
- Changelog 0.86: Bossrush and Laser Combo changes! - 7 August 2023
One of the major problems/complaints I saw in game testing was how punishing getting damaged felt when the player had a laser ready. The complete reset of the combo significantly slows down the tempo of a fight, and forces the player to act evasively/passively, when the laser was implemented to encourage aggressive behavior. Now, getting hit will simply reduce the combo pips by one, allowing the player to quickly bounce back from being damaged, and continue combat without much effort. Oh also, a boss rush was added, which can be unlocked after beating the demo. No balancing changes were made, this mode was mostly added to challenge the developer and test if fighting each boss in a row without healing was even possible (it is, my time is 2:56). Red Sun 0.86: Added a boss rush mode Getting hit no longer resets combo, instead, one pip will be taken away
- Changelog 0.85: Minor Bug Fixes, and Steve Changes - 6 August 2023
Red Sun 0.85: Fix Tracking projectile persistence Raise roof in first octagon spawner room Fix directional control reset bug Steve Room Ceiling Lowered Steve health reduced from 38 → 35 health Steve minion lunge speed reduced from 40 → 35 Steve float height decreased from 3 → 2.75 Laser Combo Hit Time Increased from 5 → 6
- First Announcement + The entire changelog up until this point! - 3 August 2023
Hi there! So the Red Sun has been in development intermittently for just under 7 months now, so some form of announcement is probably long due. The demo has been out for about 2 months and there have been a lot of updates that I haven't been announcing, mostly because I totally forgot I could. That being said, I want to post changelogs every time I make an update, which will hopefully be every few days until I feel that the demo is polished enough. In any case, that means that there are a lot of updates that I have not posted, I'm posting the entire changelog since development started on January 7th, 2023. Some of the dates might be off a bit, but they should be decent ballparks. I just find it interesting to see how this game shaped up to be what it is today and thought some of you guys might be interested. Honestly it's kind of crazy how many breaks I took during development, and I ho…