lunes, 8 de febrero de 2021

PROGRESS REPORT

Decided to start a "unstable" branch of the game, on patreon. Where I can upload some updates earlier that may or may not be bug ridden; while using the blog to post the "stable" versions, supposedly cleaned up and ready for sharing. Just something else I thought I could throw in for patrons. Also this finally scratchs that itch of having a patreon but not posting a version of the game there.
Progress so far...

The ladders are, as far as the technicality goes, working. Just have to smooth some rough edges when Chibitsuko climbs up the end, as she doesn't stop when she gets to ground level, you have to keep going until the ladder ends and then you fall a bit until you hit the platform. No breaking bugs that I could find, like getting stuck forever in the climbing animation. Also made it possible to shoot from the ladder, only just right and left, maybe I'll add up and down, but we'll see.

Gave the charging another go, and this time went smoothly, so now I have a charging mechanic going. Works well as far as I tested it, aside that if you collect the wave beam, the charge shot will still be the same. That being said, I'm very interested in doing something like in Super Metroid, where you can combine different types of shot, and expanding on it, like having enemies being vulnerable only to certain combinations, or objects you can only destroy with a certain beam; encouraging experimentation, although I see how it can get tedious to pause and change beam ever so often, maybe I'll do a quick swap loadout like in Castlevania Dawn of Sorrow and Order of Ecclesia, so you can save beam combos and switch them on the fly with a button.

After I went back and retouched the running animations, I ended up liking the side view one, so instead of debating which one to use, I added both, the side view one works as a "sprint", triggered as you would expect, by pressing the same direction twice, works all fine and dandy, let's you move faster, and you retain momentum if you jump, although I'm not sure if I should also make it so you jump higher also, kinda like Mario Jumpman Bros.

Added a little starting nexus room, from where you can access different levels, tried to make it a bit more interesting spreading the current upgrades in each one, but level design is something I should look into because I have no idea how to make levels interesting.

Added a little animation for when the shots hits a wall or enemy, really improves the whole shooting mechanic. 

Modified the door to change levels to manual instead of auto, so now you have to stand in front and press UP to enter, with a little animation for Chibitsuko turning towards the door. Will add a fade out screen effect later.

Added a landing animation, but unlike in the original, it only triggers when you land from a jump, for now. I had a thought of adding that falling animation I did a while of Chibitsuko crashing into the ground for when you fall from too high, just for the laughs, wouldn't add fall dmg to a platformer, Bubsy (SNES) already showed us that's not cool.

As for the stable version, I want to add the hud at least as a place holder, and a dmg animation so the slimes hurt you, as well as some environmental hazards, even if you can't actually take dmg.

1 comentario:

  1. Un estafador cualquiera, pide dinero por un juego estancado, una basura de persona

    ResponderEliminar

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Chibi SpacEscape Road Map

I'm gonna pin this post here to let you know what's to come, what I'm currently working on, and what will the next version have....