After a busy couple of months, we’ve just submitted a huge new content update for Cally’s Caves 3, “Melvin’s Prototype Factory.” The update should be out for iOS and Android next week.
This is the biggest update we’ve ever done for a game, and will include a bunch of new features:
Massive New Zone:
We’ve added a whole new 34-level zone, with all-new art, a fully functional map and lots of Checkpoints.
New Weapons: 3 new weapons and their final forms can be found in the new Levels! Try using the power of the Slimes for your own benefit with the Slimegun, trap enemies and prevent them from hurting you with the Web Shooters, or use the Bow and Arrow from Cally’s Caves 2 to pepper enemies with arrows. All of the new weapons have 4 evolution tiers, and can be used throughout all of the other game modes.
New Enemies: Melvin has been creating bosses in his prototype lab for years, and to destroy him, you’ll have to defeat them all! 5 new enemy classes with unique behaviors mix up the combat and test your skills.
Beyond all of the new content, we will have a ton of bug fixes and optimizations including the following:
- fixed issue where Final Bladegun isn’t being awarded for beating Survival Mode
- fixed issue where Bera would sometimes transform into Cally in “Bera: the Long Way Home”
- greatly reduced frequency of video ads
- fixed missing Sniper Rifle issue – find it in level 101
- fixed rating message in pause menu
- fixed several small resolution bugs
- several new tracks on the soundtrack
We are also happy to announce that the expansion is totally free and is not an in-app purchase or anything like that. We wanted to find a way to thank all the people that have downloaded and supported Cally’s Caves 3. We will have at least one more free expansion out before Christmas, and an announcement of our next project shortly after.
With the recent release of new iPhones and iOS 8, we found ourselves in the position where we had to update our iOS games. If we didn’t, our apps would crash on boot, and even if they did run, we wanted to make sure we custom laid everything out for the new iPhone screen sizes. We had wanted to release updates for Cally’s Caves and Cally’s Caves 2 for a long time, but held off because we weren’t 100% sure how to do it, and updating player save data was intimidating. Faced with the prospect of having our apps pulled, we buckled down and got our updates done. Our process was probably unconventional, but we thought we would share how we did our updates for iOS without losing players’ save games in the process. So, let’s begin.
The way we handled saving variables across play sessions in Cally’s Caves and Cally’s Caves 2 was the most basic way you can save things using Gamemaker: Studio. We created an .ini file and had the game save variables that we wanted to keep saved in the file. For example, say the player levels Cally up and increases her max hitpoints to four. We don’t want that player to come back for their next play session and have their max hitpoints be three, right? So after they level up, we open the .ini document in a line of code, save that variable (global.maxhp = 4), and then close the .ini document. The next time the player starts the game, the global.maxhp value is read from the .ini document, so they will start with 4 max HP. It’s a really simple system that you can find in the GM:S help.
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We were just going through our archives, and we found the original design document we made back in October 2013. How much did we stick to the original design? The text of the document is as follows:
Cally’s Caves 2
General Plot Synopsis
Intro – told in a series of slide animations
After saving her parents, life returns to normal for young Cally. One day, as she is browsing Facebook on her phone, she gets a Snapchat from Dr. Herbert showing her parents have been kidnapped AGAIN. Knowing what she has to do, Cally sets out into her backyard, ready to journey into the caves once more.
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Cally’s Caves 2 is OUT NOW!
Hey everyone, you can download Cally’s Caves 2 for free now 🙂 Enjoy!! Let us know what you think.
Well, we’ve been approved by Apple, and the game is finally about to launch. Our release date is next Tuesday, July 1st, and the game will be available completely free. Here are some gifs to celebrate!