We will be adding more images to each version update, stay tuned!
THE LET THE LIGHT IN UPDATE - (1.0)
Prism is complete! [ This is our final Patch Notes update :( ]
We perfected any features promised in our promotional media (Game saving, whatnot)
Slightly changed one aspect of the map.
All documentation has been completed.
User can set a name for themselves in-game.
You can reset the game after finishing the story mode.
You can reset your high-scores (rather than restarting the whole game) if you wish.
Turning sounds / music off will now turn it off for lightning as well. (Keep in mind, the arcade games do not apply for this. For realism.)
The front doors of the arcade-- is now permanently illuminated to remind you of your end goal.
Prism contains: 180+ files, 4,500 + lines of code, and an immeasurable amount of tears.
Finally re-added Herobrine ;)
Added a start / end screen to Shot in The Dark
Fixed a bug where Dylan didn't need that key right now.
High Scores, Dylan's key collection, and games you've beaten are all being saved.
Fixed a bug in ShadowBoxing where you could run at supersonic speed during the Boss Battle. Oopsie.
Fixed a bug where a key wouldn't disappear when you picked it up.
Added a credits page.
Thank You all for following us on this journey through Prism's development! We hope you enjoy the game!
THE STORY UPDATE - (0.9)
Prism is essentially complete (4,407 lines as of right now!)-- minus some fine-tuning for awesome things we've yet to reveal.
Prism's story is now able to be finished through game play. Dylan's not stuck in the arcade forever anymore :)
Created a secret new character!
All main functions of the game work as expected.
The game now features opening AND closing cutscenes. (As we've said before, we do it up here at Foo Games!)
ShadowBoxing is now finished-- SFX and all.
Light Pong is now finished.
KeyMatcher (with a cute new look) is now finished. (See Trailer)
Shot in The Dark is now finished.
If you turn off music / SFX in the main menu, or anywhere else in Prism, that choice follows you to the ends of the Earth... or until you turn it back on.
Prism's stats page has a unique, and very unexpected new feature.
Added weather. For... aesthetic
You can now save parts of the game.
That's right... pick up right where you left off!
Collision is fully... i mean FULLY implemented into the arcade-- finally.
Updated the map to make lights do their job better. Oops.
THE OH MY GOD UPDATE - (0.7)
Remember when we pondered on the idea of utilizing databases?
Yep. Oh my god.
We broke the assignment. Sorry.
or not ;)
THE BUG UPDATE - (0.6)
Major Bug Fixing
Dylan can no longer essentially skip the entire story.
Dylan can no longer literally walk out of the building. I.e, we added collision
ShadowBoxing's Final Boss can now actually be defeated. (You gotta try hard though.)
Fixed a game-breaking bug that we created while trying to fix another game-breaking bug.
Prism is roughly 2,500 lines of code now.
Slight menu updates, for aesthetic
The Help Menu has been properly created, and is no longer just on the Main Menu-- it has been implemented into the main game.
Sound Effects for specific story-related things have been added. (Shhh!! Secret!)
You can now exit the Pause Menu from any inner menu. Before, you had to return to the main pause menu to exit. Ew.
The main story is now technically able to be completed.
A core component's main functions are now fully operational. More to come April 14th!
Prism's directory now contains 100+ files. But we're amazing at compression ;)
THE OVERHAUL UPDATE - (0.5)
Fixed a weird bug where music was higher-pitched and accelerated. Woops.
Fixed a bug that would cause the edge of the map to glitch, shearing the texture. Yikes!
Introduced a temporary measure to test out the final version of the map.
-> Oh yeah, we finished creating the map. For real.
Began slowly implementing a system crucial to gameplay.
Adjusted the music and SFX of KeyMatcher.
You can now only activate an arcade machine when in range.
-> No more playing an arcade machine in the kitchen.
Overhauled the Main Menu
-> We do it up here in Prism!
Changed the appearance of buttons to be more in-theme with Prism.
Removed Herobrine
Dylan now has the ability to speak. Before, he was more like a Skyrim character. Silent type.
Fully re-designed Shadowboxing assets.
THE MAP UPDATE - (0.0.9)
Added an updated map
Added music.
Created a Light System.
Fixed a glitch where Dylan would spawn in the Girls bathroom instead of the Boys. Oops.
KeyMatcher, minus some final touches, has been completed.
ShadowBoxing has reached midway through its development.
Prism has been fully integrated into one system. You can now only run the game by launching the main menu.
Added some arcade machines. So you can, you know, play the games.
Added a Pause Menu
Added Herobrine
Version 0.0.3
Re-created the template map, gave it more texture. Literally. We added textures.
Finally, we added Dylan's full walking animation!
Began development on a massive component of Prism's gameplay! More to come soon!
Version 0.0.2
Re-designed Dylan. The old model just didn't have it. But, we only have the frontal animation.
Remade the rough map sketch to look more sophisticated. You get an actual sense of the scope of the game now.
Version 0.0.1
Created a basic menu
Added the ability to switch between many different screens.
Added a rudimentary map to envision our idea.
Create a basic version of 'Dylan', the main character in this game -- updated version coming soon.