Prototype N Development update (Dec 2025)


Several of you may have noticed Prototype N didn't get a new demo this year, including a complete absence from SAGExpo. There is a very good reason for this, actually!

Prototype N, since April of this year, has officially moved engines to Godot (moving from Clickteam Fusion 2.5). The game is in the process of being rebuilt and thankfully progress has been going smoothly so far!

Clickteam has been increasingly more difficult to use in regards to specific things, such as localization. As well as I know the engine from nearly the inside out by this point, I was beginning to understand how retrained I've been and it was not doing the game itself any favors. There is only so much you can do with aging plugins and waning support, and the stage editor was too slow and tedious to use for my liking.

I was working on level design for GalaxyTrail's Chrono Gear (if you're a Hololive fan, you may have heard of this game!), as that game was built in Godot. I was already interested in switching over to Godot but working on that game convinced me harder due to the robust... well almost everything.

Godot has been a steep learning curve, but a friend of mine (Jordan) has been helping me tremendously on the new version of the game. Many many enhancements are now possible thanks to Godot, which includes running the game at higher framerates, improved optimization (the game is running approx. 5x smoother than the original), and I fully intend to take advantage of what Godot offers to truly improve the game as a whole.

By the way, this means the game will now have native Mac and Linux versions. Maybe a console port isn't impossible after all.. we'll see when we cross that bridge!

Now you may be wondering, when is the new demo? Early next year! The game is going to appear at Super MAGFest 20X6 on January 8th to 11th! After MAGFest is over, we will update the build and upload a public build sometime in the same month. This demo, as far as level content goes, will only contain Hightop Mountain's levels.

I do not have any footage on hand to show right now, but I'll hopefully post them later this month, as progress has been going smoother and smoother as time goes. Thank you for supporting me, I am hoping I will finish this game next year!

- Arrietty

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Comments

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Cool and good luck! Learning a new toolset can be challenging, as my new job can attest. 

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Ah man, that's a total bummer that you're no longer making this in Clickteam as I actually found it impressive that you were able to make something like this on that engine, and was one of the reasons I followed this project. I'm also a Clickteam user, but I can understand why people would prefer other engines. I use it because to me it's easy to use (even though the games I've made with it are so simple lol), and doesn't involve actual code which I can't even do, but oh well, it's your decision in the end.

Still looking forward to any future updates though.

Oh trust me, I loved using the program too but it was genuinely hindering what I was able to do. The things holding it back were stuff I sadly could not ignore.

If Fusion 3 comes out, I'd love to try that one out though. (Given theres been news lately, sounds like it might actually be a thing after all.)