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Return of the boss fight. Trying something a bit different this time round. Not the easiest to control the camera in this fashion, but I think it works.
Finally implemented the doors for the elevator. Now I can do the old switch-a-roo to load the next level/area. That and another "event" to keep things visually more interesting.
Finished the first pass on this level and added some more functions for finer camera control. Need to get out the Sinden to playtest. In the thick of level creation the mouse is just easier to deal with (sadly).
Some gamedev-ing with godotengine. I have quite a number of levels still to make so this will be most of the foreseeable future when not programming.
Finally got round to adding another level to the Godot 4.x version. Going to begin the revision of the first level which means environment improvements and new enemy placements.
Working on more of the level areas, this time a much more confined space. I think it works.
Lots of level creation today, but the big improvement was reimplementing the camera's easing when moving between targets. Previous version had this but wasn't as smooth
Realised I haven't play tested with the lightgun in this new version of the game. Seems I ain't gotten too rusty with my aim 👀
This was a week of fish and doors. Plenty of backend stuff too to make level creation easier.
Didn't have much time to get this going but added triggerable events, in this case a door being kicked out of its frame. Should be able to add many more dynamic events using the same template.
Adding to the restaurant level layout. Trying to reduce the level scope by combining bits of other levels into this one. Going to try and use multiple paths to keep things spicy!
What's that? Two updates in two days? Well don't expect that to continue. Time is scarce and so I have to make the most of when I have it which means updates
will not be consistent. But as seen as I have had more time, I thought I'd just share an update on the civilians.
What is there to say really? Civilians are present to trip you up and ensure that you aren't just accurate but in control of your reactions. Currently there
are just the two behaviours: Step out of cover and run from one location to another.
As far as gameplay goes, simply don't shoot them and they will be "rescued". This differs from the alpha gameplay, in which you had to shoot an enemy that was
considered (at least code-wise) as their captor. This means you didn't always "rescue" civilians. I'm not sure whether there was much point to this as you
have to shoot all enemies to clear a wave. There were enemies that didn't count to the wave so...maybe the mechanic should be changed back to as it was in the alpha demo
but I can iterate on it.
I think for now, I'll just let it settle and continue with implementing the other core features of the game. Currently, health and weapon pickups are still missing.
Enemies that throw objects at the player are also still missing, so once full parity is achieved I'll think and experiment further with gameplay mechanics. Not to mention
not even one full level from the demo has been implemented yet so...yeah much work to go but nothing too mentally taxing....Almost forgot about the bosses.
Well, until next time.
So with development starting up again, it has been a steady process of porting everything from the Godot 3.X version to Godot 4.1.1. After the alpha demo released, it was plainly
obvious that the code was simply not sterdy enough for further features and refinements.
I had very much patched things together as well as possible to get the demo released. I attempted to refactor and fix up what was there, but the structure of everything
was far too much of a mess.
With Godot 4 introducing static functions and variables along with fixing the circular reference bugs, I thought I may as well give Godot 4 a try.
So far, everything has been great, only a few annoyances but that was due to things moving or being renamed.
I thought in this first post I would demo the HUD, slowmo and destructables reimplementation. The game is very much nearing parity with the alpha version, but
with a codebase that will enable me to better introduce new gameplay mechanics, enemies and bosses.