W.O.W you are a rare breed of hoarder ... demo harder .. knowing nothing more can come, ever
So ... give us some exposition ... which one you liked ... ones you found lacking ... what you need
more of ... There is some dev around here looking for tips+tricks+hits to make a whole game of all
those disjointed demos and any way to glue them together seamlessly is welcome and expected
!
Just to be clear, they're all progression-based demos, so for instance, taking v0.32 and v0.33 and trying to combine the content would just end up in giving you v0.33, as everything that's in v0.32 is in v0.33, also.
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For the different levels though, like for instance Electric and Earth, the reason we're separating them as levels is because we add in a lot of global mechanics with each new monthly demo (for instance, we just added in damage numbers in v0.42, as well as some other functionality like options being on the title screen and fogginess in unexplored rooms).
Only the current level of the game those features were added in on is compatible with said features, so if you tried to reverse engineer the game and stick say, v0.35v2 and v0.42 together, the game would have to require loads more coding to get v0.35v2 to be compatible with all the new features we've since put in from v0.36-v0.42.
On top of that, enemies, environments, abilities, and etc. aren't backwards compatible either; enemies in the Electric Level would pretty much crash if put into the Earth Level, and vice versa for Earth Level enemies into Electric.
The Fire and Ice levels in particular are very incompatible with later levels as those were done entirely and partially by a previous programmer, and so we haven't updated those yet to fit with the current engine.
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The reason why we're doing things this way though is because often games get stuck in a loop of adding in a new feature, then having to update all the previous content to work with it, then they decide to playtest and tinker with this feature, which then requires them to update everything prior, and so on. With a game as dense in content as Future Fragments is, that would eat up months of extra time.
So instead, we're going to wait until all the core global features, art, music, sound effects, etc. are all in, and then we only need to do one big sweep across the game, saving us lots of time.
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Once we finish v0.43 next month though, we'll be sweeping back over the game and sticking together all the levels as well as updating all the code for the game so all the previous levels are compatible, as well as doing the planned 120+ cutscenes and over 600 variations of said events, 120+ databanks, 16+ hours of voicework, and all that stuff for the previous levels, a process which will take around 6 or so months for all that content to be created.
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You can see the schedule we have planned for all this here, through the end of development.