Prototype N Changelog (DEMO v5.0.0)
Oh looky, I'm actually using my website!
Anyways, I've written up a huge changelog for the new update of Prototype N. I intended it to be a short changelog, but it ended up being way bigger because it was really fun to write. It is still incomplete though, a much more exhaustive list will come later.
This is all really due to switching engines to Godot since April last year. I'd said this was 9 months in the making, but in truth the demo's development didn't really get going until September. It was a big thanks to JorJoe05 (Jordan) who asked me if he could recreate most of the game in the Godot engine. It was a real heavy task but we all managed in the end! The project was bigger than we anticipated!
Anyways, right! Changelog!
A short lengthy but shorter version of the Prototype N v5.0.0 Changelog:
Note that this compares to the previous public demo (v4.9.0 from 2024) as opposed to the MAGFest build. For those who played the MAGFest build will also get a changelog later in the future.
General
- The game has switched engines to Godot and as a result the game was entirely rebuilt.
- The demo only contains the first world's levels. Ending at the Tortoisebot EX boss level. Abandoned Mines and Molten Factory are unavailable at this time.
- Title Screen now plays an Auto Demo of the first cutscene after a minute has passed. Press any input button to go back to the title screen.
- Localization is also unavailable until the next update.
Gameplay
- First cutscene now directly goes to the first level instead of the world map when finished/skipped.
- Weapons and enemies have all been rebalanced. Full details in the future.
- Slide Jump now retains momentum when you turn around.
- Slide attack damage has been reduced from 4 -> 3.
- Flame Cannon's burn spread is twice faster now.
- Gems no longer give points in-level when collected. But Gems Bonus still exist the same in the Round Clear tally.
- Challange Scores has been revamped in response to the above mentioned change.
- More details on this category in the near future.
Menus
- In almost every menu listed below, you can hold a directional key to scroll fast.
Main Menu
- The preview at the right only displays a mountain background. Previews from the last build will be return in a later update.
- Extra Modes and Sound Test are unavailable until a later update.
- Credits is accessible in the Main Menu.
- You can access the demo's cutscenes by pressing NumKey 1 or 2 respectively in the Main Menu, regardless if they've been seen or not.
Pause Menu
- Pause Menu now has "Restart from Checkpoint". Restarting it penalizes your score and gems, but keeps your weapons from that point.
- Options can be accessed in the Pause Menu in both World Map and in-game.
- Screen behind the Pause Menu darkens and the "GAME PAUSED" text is in the Medium font located above the pause menu box.
Options Menu
- Options has been heavily revamped into categories: Display, Audio, Controls and Accessibility.
- Display now has a "Max FPS" option, allowing you to play the game on higher refresh rates.
- "Pixel Grid" option added in "Display", allowing every object to run on a less restrictive grid, causing a smoother feel to the movement.
- Filters and Display help are currently unavailable for the demo.
- Master Volume is added in Audio settings.
- Controls screen has a massive revamp. You can set Gameplay and Menu controls separately. On top of that, every mapping accepts 2 inputs for both Keyboard and Gamepads each.
- You also no longer need to use the mouse to change controls.
- Shoot Plasma is now an option, allowing you to shoot the default weapon while equipping another weapon.
- Accessibility, an entirely new category has the following options: Screen Shake and Flashing. Colorblind accessibility and more are planned in a later update.
Database Menu
- Uncollected entries are mostly hidden in the the list, making it easier to find entries you have already collected.
Saves Menu
- Save Files count now goes from 5 to 10.
- There is now a No Save Mode. Playing this mode does not record any of your progress.
- Each Save now displays the last time you accessed it, gem count, and weapon/shield loadout.
World Map
- The World Map has a massive UI overhaul as the map field is displayed on the left.
- The right side contains an image of the island, gem count, loadout and inventory.
- The inventory is now a list. Pressing the inventory button darkens everywhere but the relevant info.
- You can now access the Database by pressing Menu 2 (V (Keyboard) and Y (Gamepad) by default).
- You can quit back to the Main Menu by pressing the Deny button (X (Keyboard) or B (GamePad) by default).
- Level info UI has been rearranged.
- Hightop Mountain's layout and tileset has drastically changed.
- Round enter SFX has been replaced with a new one.
Shop
- The van and Caroline plush's sprites has been touched up.
- Shields and Weapons are a single menu called "Exchange" now.
- The shopping menu now supports more than 3 items.
- In the future, progressing will unlock more items in the shop rather than just having different items depending on location.
- You can still flirt with Clara.
Graphics
- Nadine's sprites has been entirely touched up.
- Every level present in the demo has its tileset and parallax touched up. Making it easier to tell apart from decorations and foreground.
- Slide trails are smoother now and now show up while performing the Slide Jump.
- Turtlebot has smoother turning graphics now.
Sounds
- Music now all loops seamlessly thanks to the engine change.
- Many silent parts of the game now have sound effects such as Victory Screen tally, doors, specific enemies like Carcinoshell and Troutmarine, and so on.
- Midnight Summit now has waterfall ambience.
- Every gameplay SFX that aren't menu related now pans more accurately.
Cutscenes
- Everyone has unique pitches for the text blip sounds.
- The first cutscene has several parts redrawn or touched up, especially Nadine's graphics, to look more in line with the second cutscene's style.
- Text are color coded (experimental).
There may be more categories I didn't think of but I've covered all the major and important ones, right?
Thank you for reading and enjoy my game!