A brand new game
for Windows, Linux, Mac, HTML5, 3DS Homebrew and more
27th January, 2015
Plenty added today, and loads more to add, too.
If all goes well, the game should be popping up by Tuesday. Woot!!
Having LOTS of fun playing this game, and it's a fairly tricky game, too. Mmmmm
26th January, 2015
Prepare for a fully featured level!
Although, be aware that by the time you get to play it, this level may be different.
Most of the basics are in there. There's a couple of baddies, a couple of weapons, collectables, and other bits and pieces.
I've yet to add powerups (shield would be handy!) and the "Level Complete" could look a little bit less shit!
But the basics are in, and now I get to spend time tweaking and adding more bits, and seeing where it all goes from here.
Oh, and audio.. Could probably do with some of that!
If we assume I spend the rest of this week working on it, and release next Tuesday, we should be sorted.
26th January, 2015
I finally seem to have settled on a name for this thing. I think it sounds vaguely like an 80s Shoot-em-up might sound, and nobody else appears to have used it.
I've spent today working on the Enemy Types, trying lots of different movement styles and things. So far, so good. I think!
Tomorrow I'll be working on different weapon types, and trying not to make the weapons TOO powerful.. You want to have fun with the blasts, but not TOO much that the game becomes too simple to play.
And then it's a case of balancing everything out, and trying to make it fun for a good number of levels, so you don't get bored of the constant trek to find the three disks.
Hopefully I can manage it.
More info to come!
25th January, 2015
Enemy one is a bog standard squiggly looking alien creature.
He moves around the room any-which-way, and turns whenever he hits a wall.
He is very boring!
Hopefully I can make a few more interesting creatures, later.
For now, he simply does as you expect, and also saves his position when you exit/enter rooms, which is handy.
More to come!!
24th January, 2015
Today, I added Barrels into the mix.
I figured it best to hide the disks somewhere safe, so I put them inside barrels.
A pile of barrels will appear in each and every room, so you'll have to do a lot of blasting to try and find the three disks.
I'm also considering putting other items in the barrels, such as extra lives, weapons and even randomly spawning baddies, and more. (The engine is ready to go, for most of these!! Woot!!)
Next I need to figure out how best to Store and Respawn rooms, due to the quirky way that I've decided to store them.. .. D'oh!
Each room is it's own little area, so if you watch the video, you'll notice the bullets are "hitting" when they try to enter a different room (noticeable around 25 seconds or so)
This is intentional, so that the game keeps its "Screen-sized room" methodology, even though I have to cater for all the different bloody screen resolutions. (grrr!)
But this means that if you're bobbing in and out of a room full of enemies, I'm going to have to freeze them, store them somewhere, and respawn them if you return to the room.
.. Could be tricky, but I'd rather not end up cheating and simply respawning a room full of death, just because you happened to fall out of the bottom of a room!!
Plenty to think about, tomorrow.
23rd January, 2015
I was going to do keys, but then I thought "Oh, sod it, let's use Floppy Disks!!"
So, the ship flies around the maze picking up the three different coloured disks, which it then pops into the .. umm.. Let's call it a magic door!
Collect all three, take them home, level complete.
I now need to add enemies, other deadly things, and a weapon would probably help, too.
22nd January, 2015
After having played about with the maze layout a little, and getting the scrolling a little more workable, I added a little sprite for testing movement.
Seems like we're heading down the Cybernoid route with this one!
Next up, adding collision detection, 'cos right now there's nothing stopping the little ship from floating out into space!