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RUMP! - It's a Jump and Rump!NewsCurrent progress from build #2561 to #2876
Game update

Current progress from build #2561 to #2876

RUMP! - It's a Jump and Rump! · published 22 Jan 2016, 17:15 UTC

All newsPlayers around this dateRead on Steam

Been a while since the last update - due to us being diligently working on maps, mechanics and features. We're now pretty close to being happy with the current state of the game, which means that we'll release the Early Access edition in less than four weeks.

Currently we're creating mostly content, mechanics and features are fine so far. With an all new themed zone map we're categorizing maps and building a small world out of it, having a nice boss map / tricky castle at the end.

To keep you updated what we've done in the last weeks:

  • Added a "boss map" which features several different rooms, each of them with a different mechanic you need to beat in order to get to the core and destroy it.
  • Added several new maps and categorized all of them by themed zones.
  • Added an all new map to the singleplayer which displays the themed zones and level select details.
  • Added a character customization menu where you can select characters, skins and hats.
  • Added guards with their own AI and different stimuli who will patrol and protect different things. Some of them come with a slightly overpowered lightning gun which will turn your face into some kind of a charcoal brick once they see you. Instantly.
  • Added forcefields and generators with fuzes which might prevent you from doing things until you disable them.
  • Added a bouncy floor which bounces you off upon landing on it and a flip-flop floor which rotates upon jumping on it.
  • Added collectable keycards which may be required every now and then to open or unlock something.
  • Added emissive window lights to the distant buildings so theres some more detail in the background when playing levels with a night setting.
  • Added a master volume slider to the options and fixed a bug where sound values would not load correctly.
  • Added server count to server browser.
  • Added pushables so we can create small mazes and puzzles.
  • Added bronze/silver/gold coins to each map depending on the highscore time you achieved.
  • Added several types and forms of bridges with slopes and stairs for level design.
  • Added ivy which can grow pretty much anywhere... buildings, walls, doors, windows, lanterns, fences... and yo dawg, since we heard you like ivy we added multiple versions of ivy so ivy can grow on other ivy, too!
  • Cascaded shadows will now be disabled when the shadow options are set to be off.

All of this is ready for the game. Small polishing may be applied here and there, additional decoration and the like. So the remaining time until our Early Access release will be used mainly for level design, so you have a good amount of content and playtime when the game hits the Steam store.

We will be revoking the Closed Beta keys probably within the next week or so, since we need to "reconfigure" the game for the store and create new keys for the awesome people who already got their copy safe by backing us on our Indiegogo campaign back then.

So stay tuned - ain't long anymore and we're already very exited for this epic moment of releaseness to come! :)

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