Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

[Devlog] Seven Sins of a Seafaring Serpentspawn

A topic by spearbirds created Jul 15, 2018 Views: 356 Replies: 4
Viewing posts 1 to 5
(1 edit) (+2)

Hi, my name is Laurence and I'm making a shmup! I have very little experience with making games but it's something I really want to get into, so I thought this would be a good chance to start a project I've been nursing for a while! I've been a longtime fan of the Touhou series of games and I wanted my first game to be a love letter to them.

Premise: Maiya, a merchant captain infamous for her debauchery and corruption, is killed at sea when a massive sea-dragon destroys her ship. Finding herself before the devil in Hell, Maiya is admonished for her sins, forced to accept her fate to an eternity of torment. As two demons take her by the arms, Satan stops them and offers her a deal: should Maiya be able to defeat her seven servants and regain her virtue, she shall be returned to life, although not in her current form. She accepts, and is transformed into a dragon--her true self, according to the devil--before being turned loose into Wrath's arena to begin her trial.

Immediate goals:

  • player movement, hold shift for slower movement
  • player shot
  • enemy character, with at least one movement and attack pattern
  • in-game gui, with score, life, etc counter
  • health indicator for boss
  • score system, gain for grazing bullets, hitting boss, and finishing an attack pattern
  • lives system and game over/restart screen
  • system to save and display hi-score
  • simple bomb (dragon breath) system (clear all bullets on screen)

Progress:

(1 edit)

More progress! I need to update the health (and bomb) bar GUI to hopefully make it a little easier to change, add a health bar for the boss, and a game over/play again screen! Also stop the player from moving while despawned and then respawning at the bottom of the screen. :>

So:

  • player movement ☑, hold shift for slower movement ☑
  • player shot ☑
  • enemy character ☑, with at least one movement ☑ and attack pattern ☑
  • in-game gui, with score, life, etc counter ☑ (needs to be cleaned up) ☐
  • health indicator for boss ☐
  • score system ☑, gain for grazing bullets ☐, hitting boss ☑, clearing bullets ☑ (the bullets clear when it is defeated), and finishing an attack pattern ☐
  • lives system ☑ and game over/restart screen ☐
  • system to save and display hi-score ☐
  • simple bomb (dragon breath) system (clear all bullets on screen) ☐
  • tweak player death/respawn mechanics ☐

Once these are all done I'll set some loftier goals. :)


Nice clean GUI + some nice(r) placeholders/concepts for final assets! Gotta shrink the bombs a little so the text doesn't ride up against the edge of the border. x) Also grazing now. ovob The bullets render on top of the player sprite now but I fixed that after recording this. Small update but progress I'm proud of!

...May have made a mistake implementing a simple bomb system.

Today was mostly code cleanup/creating base scenes and scripts to reuse. Maybe useless for the jam version of the game but good in the long run (and if I'd waited until the end of the jam, I'd have even MORE to cleanup!) Some minor touchups to graphics (haven't implemented changed the boss name label with a variable (x ), like a custom pixel font and some readability edits to the health bar.  Still have some cleanup to do and then finally implement the hi-score + win/lose screens. Next list of goals once that's all done!