I’m heading down the coast for a few days so this week has a short and early devlog. Sam and I have been working on build systems and launchers and Alex has been updating mesa tiles and cleaning up all the creature sprites.
For the standalone auto-updater I plugged a security hole (now updates are cryptographically signed). I’ve also been working on integrating the build system with the various vendors, including itch.io and steam. Itch was very easy to incorporate, and if you use the itch launcher then the game will auto-update through that. Here’s a shot of itch downloading a test build.
Steam is a little more complicated due to the number of features it has, but I’m slowly working through it. It’s kind of cool and feeling very real to see the game stub appear in my Steam library…
On OSX the launcher is up and running. After some deliberation we decided that we won’t support a standalone auto-updater on OSX and Linux. Both platforms will still check for updates and notify if there is one, however you’ll have to manually download it from humble or itch or wherever you bought it. Under steam, itch launcher, and mac appstore the game will auto-update as normal.
The creature work involves tidying up all the animations, determining new behaviours and animating those, and setting up the colour mappings and sprites for the variations. Such as the Komodo and Dragon below … they use the same basic sprite but the dragon has a couple more layers and is colour mapped.