Update 17
Merry Christmas!
Gameplay/Content Changes
- Enemies now have a spawn-in animation before they attack.
- Enemies appearing instantly and attacking at the same time was obviously unfair, so I took some time to have them play an animation then start.
- Enemies cannot attack you or be attacked during the spawn in animation.
- It's just a fade-in for now, but I plan on making it something more unique in the future.
- Rooms can now have multiple fights.
- To make levels more exciting (especially when you have to backtrack), rooms you already beat may now have an additional fight. I feel that this is necessary since I want to design levels to not just be a line, which means you're inevitably going to go through some rooms multiple times.
- You can see this in the second GIF, where I finish one fight, then trigger another when I come back in.
- Nerfed the Scallywag.
- I nerfed this weapon's damage from 20 to 12 because it was just insane before. It's meant to be a weapon that deals good damage to multiple enemies, but 20 damage meant it just one shotted the drones and two shotted grunts. You could destroy waves of enemies stupidly fast before.
- I also renamed this weapon because it might have been uncomfortable to say the name.
New Content
- Added Gunner Drones.
- These are drones that shoot lasers at you. They still run at you, but now stop when they're close enough and back away if they're too close.
- There's also a variant that heals enemies. These drones replace the grunt with the healing gun.
- Added X weapons.
- These special variants are exclusive to the elite enemies from the previous update. These versions are redder and have a special boost.
- X Pistol: Less shots in the mag, but each one deals 10 damage instead of 4. They might not hit you, but they'll hurt if they do.
- X Rifle: A super big mag, 40 shots instead of 25.
- X Shotgun: 15 shells instead of 10, meaning each shot deals up to 30 damage. The spread is also 20 degrees so dodging them is harder.
- X Rocket Launcher: Double the fire rate and 2 more rockets. It's harder to dodge them when they come out so fast.
Other Things
- Redid the tilemap.
- The previous one looked pretty good, but they looked angled, which conflicted with the flatness of everything else. The new look is still pretty good and it fits with the flatness of the rest of the game.
- Bug fixes.
- Particularly, one where you could "switch" weapons when you only had one, which isn't urgent to fix but is pretty weird.
- Some other bugs, but nothing remarkable. I just mentioned the switching bug because it was around since likely before Demo 1.
- Level 1-1 is done.
- I think it's a pretty good introduction to the game, though I'll have to make a tutorial section beforehand since this doesn't really function as one, even if I told you how to play the game. Here's what it looks like!
- Level 1-2 is in progress, not ready to be shown.
I think I did some pretty good work these past two weeks. Made a level and a half, added two new enemy types, made four new weapon variants, fixed some issues, and added a new mechanic. I'm thinking I just won't do the money system since I really don't need to add to the scope. Nothing on endless mode yet, but that'll prolly come after I do world 1. I think I'll just do a third demo, then make a discord server where I'll post mini-builds for whoever wants to play them. I also gotta knock out a save system, but that won't be needed until after Demo 3 since everything will be available from the start again in that demo. I finally have an actual plan for the end of this game's development, and I can't wait to be done. Anyways, Happy Holidays! Did y'all have a good Christmas or other holiday you celebrate? I hope so.