Stuff Under the Header


Streams & Videos

There's been a lot of DT3 activity on the player side specifically in regards to streams. More than I can keep up with. There's even been two speedruns of the game, starting with Quof's insanity of 28 hours straight.

Completed Speedruns
Quof's play-through can be seen on twitch. Quof, for your health, don't do that again.

WhattayaBrian is the other speedrunner who as of this writing, has the fastest run with 17 hours.

Completed Play-throughs
Ilvocare has streamed the entire series from beginning to end.

Kefit did a play-through on twitch as well. He has quite a few analytical criticisms of the game strewn throughout the play-through that were interesting to listen to.

Moogy also has a playthrough, though on the game's Nightmare mode, and has Wahfuu co-commentating with him. The two have a really good dynamic that's just fun to watch and listen to. I really hope they do another stream together like this as they're an absolute joy to listen to and work well together from what I saw. There's a few later times I add my voice to their stream and was afraid to do so at first due to thinking I'd get in the way of their dynamics together. Things turned out really well though.

Special runs currently going
Slaix playing the game with a really awful controller. He has a camera aimed at his hands so you can see the awfulness of it. It creates humorous moments and luckily Slaix is very familiar with the game:

Cousinoer5 is a crazy man and is attempting the game at 2x speed. Uh... good luck? But really though, it's fun to watch.


Update Post to Update

Edit: (Same day as previous update) Version ------------------------------
- Minor tweaks(buffs) to a few abilities in Nightmare Mode. Purely cooldown/recharge counters.
- Fixed a locked camera issue in Gate G.
- Birds added.
- The previous update added 2 new hats that I forgot to mention. (One is a recolor because I'm trash.)

Patch Notes
Version is a few more quality of life updates.
- Fixed an instance of Claire's up/down shot still being eaten by the walls.
- For those using the gamepad support, you can now set the left stick deadzone in the Gamepad Options. Range is 20% to 80%. (Default is 40% and where the game was hardcoded for it prior to this update.)
- More birds.
- Other small stuff that I'd have to go find my changes file for.

The 'Update Download' option from the sidebar has been removed since it is no longer necessary.

This post should be updated later.


The Big DT3 Update Is Here

Edit: (7/7/2017) Version hotfix. ------------------------------
Ayeee another one. This one fixes up some issues that slipped in with the new swap methods. They should be working as intended now. Thanks for the bug reports on that you guys. This might be the last update to this blog post. Gonna just make a new post in the event that we need another patch.

 - Precisely 3 birds were added into a map somewhere.
 - A potential fix for the massive frame rate loss issues that some people have. If you suffered from this issue and were unable to play the game prior, this version may work for you, just be sure gamepad support is off. Found under Options - Controls. (Should be the default submenu under Options.)
 - For those that do use the gamepad support, if you attempted to use a Switch Pro Controller, you probably found it behaved badly. A new option for that controller was added to the Gamepad Setup menu. That option should help for those that have gamepads that don't have analog L2/R2 buttons, but want to try DT3's internal gamepad support. (This was mostly added cause NZZ wanted to use the Pro Controller, he kept asking.)

Edit: (7/6/2017) Version hotfix. ------------------------------
Don't mind the version skip, it happens. This is primarily a quality of life patch. Some of these are from player suggestions that I liked.

 - When firing up or down while pressed against a wall with Claire, the shots are no longer eaten by the wall. (The walls will go hungry though.)
 - A certain boss has had some edits.
 - Under Options - Controls. There is a new option called 'Swap Type' that will allow you to change how the ability and character swap buttons behave.
   - Standard: How we have it currently.
   - Dedicated: Each character has their own button. For example, Jerry is assigned to character swap, pressing this button will switch to Jerry if he is not active. If he is active, his ability set will change. The ability swap button will do the same for Claire.
   - Hold: This is closer to a DMC styled set up. When the ability swap button is held, pressing one of the four directions will swap to a specific ability set. If the ability set is on another character, that character will then become active. (Note that the slight cooldown on character swapping is still in effect with this.) For this set up, the character swap button functions as it does on Standard except in certain cases like a certain chapter 16 minigame that has its own ability set.
 - And yes, a bird has been added. If you find it, you'll game over. (This is the best patch note in this update.)

Edit: (7/4/2017) Version hotfix. ------------------------------
- Fixes a crash bug with the story variant of the Decimator boss fight.
- Like all updates, more birds were added. Note the previous versions did have birds added to the world, but was not noted. If the game continues to be patched in this manner, the world will be overrun with birds.

Edit: (7/3/2017) Version hotfix. ------------------------------
- Fixes a silly bug with Gate 3. Apologies for any hold ups that caused.

Edit: (7/1/2017) Version hotfix. ------------------------------
- Fixes a bug with one of the super bosses.
- Changed the option 'Turn off Static Bitrate Explosion' to 'Game Over Settings.' This now has 3 options.
   - Normal: Standard Game Over.
   - Reduce Static: Same as turning off the bitrate explosion.
   - Auto Skip: Skips the Game Over screen and auto selects the default option. For example, if you're on a boss, "Retry Boss" is auto selected. You can still force a Game Over to get to the Game Over screen if you need to leave a boss fight. This setting was added in primarily for Achilles mode players or repeat players.

You're not dreaming, it's finally here! Better super late than... anyway, here are some patch notes.

Patch Notes
- New Content
- A new set of events is available. The epilogue scene will give clues on how to start these new events.

- Ending sequence changes -
  - Game Over no longer occurs when falling off during the final escape sequence. Instead, Chao brings the player back to a nearby stable platform.
  - All ending cutscenes, including the credits, can be skipped.

- New Ability -
  - Spring ball is now an optional item found in Gate 5 - Main Hub.
  - Morph ball can no longer be canceled with the jump button.

- New options -
  - Chao will give an audio alert when an item is in the area if the Item Finder is found. (Default: On)
  - An option to turn off pressing up to unmorph. (Default: On)

- Misc -
  - Contact(Direct) and Trap damage is now shown to the player via an icon when it occurs.
  - Air dashing will now cancel Mario bumper momentum completely just like the double jump does.
  - Bird Swarm and Chainblade Storm now have consistent patterns.
  - The Gate 6 parry will feel a bit more reliable.
  - Blackmore will no longer rise above the level.
  - Jerry and Claire's snap back dash issue has been fixed.
  - Death's Eye in Gate 3 should now properly stay in the player inventory after obtaining it. The eye really liked its prior home.
  - New pointless achievements.
  - Various misc. fixes all over the game.

- New Feature -
A command line argument can now be passed to the game indicating which save file to save/load. If you have multiple saves, this is for you. If, for example, you have a save file called "DT3data_Nightmare.dts" you can pass that as an argument through the command line to save/load to that file instead of the normal "DT3data.dts" file. This is helpful for those that use multiple saves, but don't want to have to rename files constantly. I may make or link to a tutorial on command line usage later.

Shut Up Zephyr, Where Do I Get The Update?
On the side links as usual. There are two download links.

If you are here downloading the game for the first time, use the full game download link. (Or if you had the game but deleted it.)

If you're here simply getting the update and already have the game on your computer, use that link and follow the readme instructions within. It'll have the new executable as well as the new resources.

What Took So Long?
Lots of reasons. Life got in the way many times. Other times, big games came out that I wanted to play on their release. A large reason though is that the update was going to be smaller in scale. The original release was set to be out last year as some of you may recall. But as development went on, I continued to find things in the existing content to tweak and improve, including fixing some persistent bugs and oddities. Another is the update began to scale up a bit bigger than originally planned. (This is the theme for DT3 it seems.) Many things were added in these last couple months that weren't originally planned and those took some time to test and prepare for release. The result turned out nice though. Without spoiling, some of the additions will please the more hardcore players that want more of that kind of content.

Anyway, I'll be playing games and streaming games as well in the future. And of course, hope you all enjoy the game. Have fun, get many more game overs... many more, and eventually come out the winner!

Thanks for sticking with my delays for so long and remaining so patient.


Upcoming Update This Month

I'll be handing off the new version to the testers in a few days. There are quite a few new resources to get, especially music files. I'll upload the newest version like I used to, with an exe-only and full download for first timers (or those that lost their old files). There will also be a separate download with all the new resources for those that don't want to have to get the full file again.

Partial patch notes of what's to come
- Contact(Direct) and Trap damage is now shown to the player via an icon when it occurs.
- Air dashing will now cancel Mario bumper momentum completely just like the double jump does.
- New Ability
   - Spring ball is now an optional item found in Gate 5 - Main Hub.
   - Morph ball can no longer be canceled with the jump button.
- Ending sequence changes
   - Game Over no longer occurs when falling off during the final escape sequence. Instead, Chao brings the player back to a nearby stable platform.
   - All ending cutscenes, including the credits, can be skipped.
   - It is highly advised to revisit the epilogue scene shown after the credits.
-And of course, because it's not a secret anymore, and what everyone's waiting for; A new set of events have been added. (And 4 new bosses, yes 4, not 3 like I said originally, though only 3 of them are coming to the boss gallery.)

A bug fix
- Blackmoor will no longer rise above the level.


On the Horizon

Edit: (3/27/2017) Dropbox changed how it handles the public folder. Download links have been fixed.

It's right there, but how far is it really?

P.S. Love you all, it IS that day!


Just A Post Signifying That I'm Not Dead

And to commemorate... something, here's a screenshot that won't give anything away.

There are sparkly effects around Claire... is that a spoiler?
Hope everyone has a fun and safe holiday season. I'm still (slowly) working on the update I keep mentioning. It's totally happening, just not as soon as everyone wanted, but it's still going. I suppose there's really only 2 more things to do with it before I hand it off to the testers.

I thought about how to show part of the new content without giving anything about it away and the above is it. There's no post-editing going on. That is 100% in-game. This screenshot is also the only one I'm giving out.

Expect more birds with the update as well!


Quick Post About Some Changes

Damage Types
Some of the major and more noticeable changes coming are clearer indicators about what you're being hit by. For example, the color displayed by the damage value has indicated what type of damage you're being hit by, for example:
Red = Normal
Green = Elemental
Yellow = Explosive

But then the game noted direct damage (contact damage with an enemy) and trap damage, which isn't clearly displayed when taking damage. So now we have:

The hard zigzag means you were hit by direct contact, as shown on the left. On the right, the more fancy swirly lines mean you were hit by trap damage. Fancy because you guys are such sexy people with your trap dodging finesse. The spikes on the right screenshot have probably never been touched, so for demonstration purposes, they have been used.
On the right, a straight line is used for trap damage, as it's easier to see at a glance when these things happen. The testers felt it would be hard to see the difference between the two during gameplay and I agree.

The hit indicators scale with the size of the damage displayed and will also match the color. (damage type)

Morph Ball
As stated previously, Spring Ball will be obtainable in Gate 5, and as early as just after finding the standard missiles. The post-gate terminal will of course lead you to which sector it's in. This of course means pressing jump no longer removes you from morph ball state.

Other Stuff
Some other little things:
Air dashing after jumping on a bumper (the big Yoshi's Island arrow springs) will now completely cancel all the momentum gained from the bumper just like double jumping already does. Currently, you can air dash and immediately after the air dash has ended, you'll still rise.

A few more scenes are skippable, as well as the end credits. Many will want to (and you'll want to, trust me) see the revamped epilogue, so it's reachable much much faster.

Which brings me to the end sequence. You can no longer game over on that sequence unless running out of time. (Which no one does.) Falling off the bottom of the screen will now teleport the player to a nearby stable platform.

There's plenty of other changes and QoL fixes coming, plus of course some big surprises that I've not so subtly been hinting at since around April. (Just don't bother asking about it, cause I won't comment on it. :3)