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06/06:

It turns out that some systems were still needed before actually creating this little world. I spent some time implementing the transitions between scenes so that it would be automatically done and I wouldn't have to always specify which scene would link to which others. I also implemented a basic audio manager and a spawning system for the enemies.

I also spent some time designing a versatile yet convenient system for the obstacles (e.g the burntground and the bushes), so now they are all part of a general class and their interactions with the different projectiles is pretty much automated in code.

But what took me the most time was definitely the management of data at the start of the game and between scenes, using a combination of static settings and singletons. Not very exciting but that was necessary, hopefully it doesn't break in the future.

Now there is only (or at least should be) one main mechanic/sytem left: the upgrade system, allowing the player to unlock new projectiles as he progresses. But this means that he should overcome a special challenge to earn this, and what best than a good old BOSS FIGHT ? So I started implementing the boss class and experimented with what the "first" boss could be (using "" because it will be up to the player to decide which one to go for). For now, I settled on this THICC BOI, clearly I'm not an artist and this might change in the future, but at least it fits the style of the game.


I also drew a few environmental props to populate the scene a bit more, you'll have to wait for the prototype to see them in action!

Thank you for reading =)