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Psycho Frogo
Devlog

Devlog detailing all update from this year up till 26th September.

September 26, 2025

This is our first devlog so I've retrospectively went backwards thought all commits on git till 26th September (as latest updates show 27th Sep - 7th October 2025.

Psycho Frogo - 2025 Development Changelog

🎮 Major Features

  • JSON Data-Driven Architecture (September 24) - Complete refactor to data-driven configuration system using JSON files for levels, skins, and achievements, replacing hardcoded values throughout the codebase
  • Dynamic DataManager Singleton (September 24) - Centralized configuration management system that loads and caches all game data from JSON, providing unified APIs for progression and unlocks
  • Credits Scene & Music (September 30) - Added dedicated credits scene with original music track
  • Skin Unlock Achievement System (September 28) - Implemented achievement tracking tied to skin unlocks with Steam integration
  • Time Penalty Collision System (September 24) - Added base level hook for time penalties when colliding with hazards, including animated penalty labels and audio effects
  • Artefact Collection System (February 15) - New collectible artefact feature with persistence across levels and unlock requirements

🎨 New Content

  • 13 Playable Levels (January-February) - All levels (1-13) placeholders and implemented with unique music tracks and completion themes
  • 11 Unlockable Skins (February 13-September 24) - (Placeholders) Including Speed Frogo, English Frogo, Master Frogo, Glitch Frogo, and more
  • Level-Specific Music Library (February-September) - Custom music tracks for each level plus unique completion music
  • Steam Achievements (February-September) - (Placeholders) Achievement integration for level progression and special skin unlocks

🔧 System Improvements

  • Audio System Overhaul (February 15) - Enhanced AudioMaster with improved music transitions, slow-motion audio effects, and dynamic bus management
  • Level UI Refresh (September 28) - Updated HUD with power counter fixes and improved completion screen displays
  • Main Menu Refactor (September 24) - Completely rebuilt menu system using DataManager for dynamic level buttons and unlock guide text Settings Menu Enhancement (February 13) - Improved settings with CRT shader presets (light/medium/heavy), volume controls, and Steam status panel
  • Save System Improvements (February-September) - Enhanced SaveManager with better progression tracking, per-level statistics, and artefact persistence
  • Base Level Script Refactor (January 24) - Created unified base_level.gd for consistent level behavior and reduced code duplication Pause Menu Refactor (January 21) - Improved pause functionality with better focus management and controller support

🐛 Bug Fixes

  • Completion UI Crash Fix (September 24) - Resolved crash from skin debug logging in completion screen
  • HUD Power Counter Fix (September 24) - Corrected power counter to properly track collected speed powerups
  • Pause Menu Node Reference (September 24) - Fixed node path issues preventing pause menu from functioning
  • JSON Type Conversion (September 24) - Fixed float-to-int conversion issues with level IDs affecting cache lookups
  • Music Transition Improvements (September 26) - Removed blending artifacts in completion music playback
  • Speed Power Down (January 26) - Corrected slow powerdown effects and duration calculations

🎯 Code Quality & Cleanup Removed Unused Managers (September 24) - Deleted obsolete UnlockManager and deprecated stats save APIs Debug Logging Cleanup (September 24) - Removed extensive Level 4 debug logging after successful troubleshooting Asset Organization (February-September) - Reorganized graphics, audio, and font assets into proper directory structure Git Repository Cleanup (January 21) - Updated .gitignore to exclude .godot/ build files and temporary assets

🚀 Steam Integration

  • GodotSteam Integration (January 27) - Full Steam platform support with achievement tracking
  • Achievement Mapping (February-September) - Comprehensive achievement system linked to level unlocks and skin progression
  • Offline Mode Support (January-February) - Graceful degradation when Steam is unavailable
  • Steam Status Display (February) - Settings menu integration showing Steam connection status

✨ Performance & Quality of Life

  • CRT Shader System (January-February) - Customizable retro CRT visual effects with multiple presets
  • Controller Support (January-February) - Full gamepad/controller input mapping with Steam Deck optimization
  • Speed Powerup Visual Effects (February) - Ghost trail effects, color pulsing, and screen shake feedback
  • Music Slow Effect (February) - Dynamic audio filtering during slow powerdown with pitch shifting
  • Unlock Gallery (February 13) - Dedicated skins screen showing all unlockable content
  • (September 24) - Context-aware unlock hints displayed in main menu

📊 Technical Foundation

  • Godot 4.3 Migration (Throughout 2025) - Upgraded and optimized for Godot 4.3 engine
  • Comprehensive Documentation (July 14, September 30) - Created GameDesignDoc.md with full system architecture and LLM-friendly specifications
  • Version Control Best Practices (January-September) - Implemented proper branching strategy with feature branches and pull requests

**Total Commits in 2025: **160+ **Current Version: **Psycho Frogo v1.0 Psycho Frogo is a grid-hopping Frogger-inspired game built with Godot 4.3, featuring 13 challenging levels, 11 unlockable skins, Steam achievements, and a complete data-driven progression system.

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