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Adventures of DaKoo the Dragon combines multiple play styles that can be accessed instantaneously. You'll be able to use combo attacks, then transition smoothly to combat attacks like punching and kicking or shoot fireballs without loosing a beat! Today I have just uploaded the latest set of changes to Steam, Ahead of it's release. What was going to be a simple update has turned into a huge one, with over 20 changes and fixes...

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Adventures of DaKoo the Dragon combines multiple play styles that can be accessed instantaneously. You'll be able to use combo attacks, then transition smoothly to combat attacks like punching and kicking or shoot fireballs without loosing a beat!

The game has no load times after the start menu so transitioning from level to level will be smooth. Gravity based levels change the pace of the game. in the Special Vortex levels you can take the chance to get more power ups with a randomized level of difficulty including things like rocket ships and light switch levels!

Today I have just uploaded the latest set of changes to Steam, Ahead of it's release. What was going to be a simple update has turned into a huge one, with over 20 changes and fixes. Things like the save game system, the level restart and attack animations are just a few of the things that have been worked on.

Below you'll find a list of changes and fixes that have been worked on since the game was posted to Steam. Keep in Mind the work does not stop here. I encourage you to post here or on my indieDB forum with issues and suggestions!

Check out the Steam Store, Link Below

IndieDB04


March 28th Update

  • Fireball moved behind DaKoo on creation
  • Added missing calls to double jump (total 17)
  • Updated shield bar timer art
  • Fixed cave boss exit issue
  • Added remove all factories to spawn vortex at the end of each level
  • Added factory count to hud allowing players to more easily track how many factories remain
  • Increased speed of factory destruction animation
  • Updated teddy bear art
  • Updated Shovel art
  • Updated Bat death animation
  • Updated desert palm tree art to allow DaKoo to stand out more against the background
  • Ice level background art update
  • Midvortex level 39 updated
  • Vortex level 37 updated
  • Level 9 Updated
  • Menu restart level now sets player to the first checkpoint after exiting the midVortex level
  • Re implemented all ground enemies in the vortex levels
  • Improved metrics to final boss
  • Improvements to background on final boss battle
  • Added additional FX to final boss
  • Numerous artistic changes to levels throughout the game for aesthetic appeal
  • changes to the punching attack animations for the ground and air

February 27th Update

  • complete re-works for levels 38, 39, 41
  • Extended changes to levels 20, 22 and 23
  • Visual changes and updates to the art for levels 26-36 have been updated
  • Attacks animations would sometimes be stopped by enemies contacting DaKoo from below has been fixed
  • Jump box sometimes stops player control fixed
  • Prizebox collision zone increased
  • Armordillo disable controls that allowed up arrow jump and other arrow keys to be used
  • Hedgehog disable controls that allowed up arrow jump and other arrow keys to be used
  • Changes to combat attack system that fixed an error that could occur
  • Fixed teeter animation triggering when fireball is used near the edge of a platform while jumping
  • Updated Spike ball Drones art and damage areas
  • Updated mole art
  • Move air swoosh behind attack items in DaKoo Finishing move Animations
  • Changed stone press top to have spikes to signify danger
  • Updated stone press art
  • Changed damage total and impact zone for stone presses
  • Balanced zoom triggers to avoid possible hitching

February 4th Update

  • Adjusted scarab height
  • Changes to levels 13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36
  • Changes to mid vortex levels 9,32
  • Changes to vortex level 4,
  • Added teeter triggers to dessert levels
  • Fixed laser tops for blockhead Boss
  • New improved flying animations for DaKoo
  • Changed Armordillo firing method to laser bullets
  • Shield level 4 and 5 will now block turret lasers and Armordillo laser bullets
  • Improved art for level 1, 2 and 3 shield
  • Added shield to the IceBoss
  • DaKoo Shovel art improved
  • Light bulb glow on switches fixed
  • Flying to air attack anims caused accelerated fall speed fixed
  • Added extra double jump animations and transitions
  • Added Jump attack fireball anims for all double jumps, attack and finishing moves, allowing player to shoot fireballs while still attacking.(making for a way more smooth transition to and from current animation)
  • IceBoss Metric improvements
  • Iceboss animation timing improved
  • Fixed shadows for DaKoo on "to fall" anims (animation transitions that bring DaKoo out of attacks)
  • Jellyfish limit is causing no spawn on level 51 fixed
  • Add more rock art to background of the water levels
  • Added swim burst animation for the water levels that will replace the constant swim jump and aligns with swim idle(Full speed swim animnations still remain)
  • Swim burst to idle animation added
  • Fixed bug that would cause the player speed to increase if swim trigger button was down on game pause.
  • Finishing animations now execute on factories being destroyed
  • Rocket Ship pickup FX optimized
  • Added 2 new Rocket ship weapon pickups
  • Player shadow Opacity set to 75 percent in the vortex levels now
  • Fixed Player shadow not showing on vortex level 32
  • Fixed Title Screen Bug that would cause the Title and DaKoo avatar to fall off screen
  • Cursor for title screen will now reset position when it goes off screen

    Added the following finishing animation items

  • Golf club
  • Cricket bat
  • baseball bat
  • Hockey stick
  • teddy bear
  • fry pan
  • lacrosse stick
  • mace
  • shovel
  • crutch
  • violin
  • plunger

November 13th Update

  • Laser borders add to all vortex levels
  • Penguin art reworked
  • Added knee pads to a knee attack animation
  • Fixed boxing gloves not being removed at random intervals after jump attack animation
  • Levels 14, 18 and 20 have been reworked
  • Increase playback speed of death FX animation for certain enemies
  • Changed rocket ship attachment to return to player
  • Changed rate of spread shot pick up for rocket ship
  • Set limits to total amount of Teddyspring and Jellyfish enemies allowed on a level at 1 time
  • Added fade to enemy rock boss on death
  • Added back button to menus so players do not have to leave and re-enter pause menu

September 26th Update

  • Spacebomber spawners added
  • Spacebomber fade on explosion adjusted
  • Fixed music bug after "game over" and start is pressed on the intro screen
  • Added "return to menu" button in the pause menu
  • Changed intro cut-scene skip feature
  • Changed long Jump animation for DaKoo
  • Fixed zoom issue during intro
  • Reset global variables on "return to menu"
  • Changed and realigned game text
  • Re-worked clock bomb metrics in the vortex levels
  • Re-worked teddyspring metrics in the vortex levels
  • Re-worked spikeblossom metric, coverage area and spawners added for both sides of the game
  • Fixed error with jet-pack in vortex side of the game when score reaches zero
  • Increase jumpbox animation from 40 fps to 60 fps
  • Multiple vortex layouts improved, fixing rarely occurring gravity zone transition bug
  • Fixed bug when DaKoo's health reaches zero just after bosses health reaches zero, leaving DaKoo to spawn without collision and player control


September 9th Update

  • Fixed Persisted objects in the vortex side of the game
  • Added spawners for spiders in the vortex side of the game
  • Fixed issue were rocket ship could go off screen and respawn without level restarting
  • Added chained fish to vortex side of the game
  • Removed the need for star power when swimming in the vortex levels
  • Fixed error were the menu pointer could get lost off screen when using the gamepad
  • Added shadows to moles and other ground enemies in the vortex side of the game
  • Re-worked the gem art and animation
  • Removed vector change when Score reaches zero
  • Fixed restart option in the vortex side of the game
  • Fixed z order errors in the vortex side of the game
  • Various other fixes to art work and minor character art/animations
  • Added persistent Fireball and lives options to make the game more playable for beginners
  • Persistent options will reset when the game is closed
  • Rebuilt some of the vortex rocket ship levels (8 total)

September 5th Update

  • Large Missiles on the Desert Boss have a more robust destruction effect
  • Walking sound volume for DaKoo has been turned down slightly
  • Removed some cloud art work
  • Added Dynamic sun FX
  • Fixed the shield when Shield power falls to zero, so it does not come back on without being prompted to do so
  • Glow on the initial attaching of the triple barrel for the rocket ship is now activated when the player is already shooting
  • Fixed and realigned the shadows for the attack animations for DaKoo
  • Re-worked the Pogo stick animation for DaKoo
  • Fixed save feature so the tutorial level can be saved
  • MoonBlade obstacle has had it's z order reworked to always be in the path of the player
  • Tweaked background art

August 18th Update

  • Large Missiles on the Desert Boss have a more robust destruction effect
  • Walking sound volume for DaKoo has been turned down slightly
  • Removed some cloud art work
  • Added Dynamic sun FX
  • Fixed the shield when Shield power falls to zero, so it does not come back on without being prompted to do so
  • Glow on the initial attaching of the triple barrel for the rocket ship is now activated when the player is already shooting
  • Fixed and realigned the shadows for the attack animations for DaKoo
  • Re-worked the Pogo stick animation for DaKoo
  • Fixed save feature so the tutorial level can be saved
  • MoonBlade obstacle has had it's z order reworked to always be in the path of the player
  • tweaked background art

August 16th Update

  • The UI and Hud elements have been adjusted to support both 16:9 and 21:9 displays.
  • Tested @60 fps on both. The game will run at the displays refresh rate. (Minimum test was on an AMD 6870 1 Gig card 1080p@60 fps)

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