Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(4 edits)

Holy crap it's been a while since I posted on this. I shook up my schedule a bit (got a tablet that I want to do art on, and worked mostly without incremental updates) I think I want to do every other week switching between gamedev to working on a comic.

Anyway, Level 3 is mostly playable from start to end.

Theming is going to be an underground excavation site for some fossils before they're fully destroyed by subterranean heat, hence the roof. Obligatory lava level is obligatory.

The longer I go on, the less I care about the prototype sprites.

Randomization took a crap on me and wasn't giving me anything I like, so I changed it up slightly to go off of a digit in the camera's position. This means that level segments are appearing in the same sequences during startup. I'll need to fix that and add in some other factor, but I like it for this level, so I'll keep it here.

Increased movement speed is a preview of the upcoming glide move. On each frame a player holds shift, if they're not on the ground and if their defense is 0 (read: they're not guarding and/or taking damage), the scroll speed increased. If they've spent 65% or more of the pre-boss level doing this, they get an extra life. Normally they're supposed to only be able to do this after they beat the boss for this level, but, screw it, it's fun so I'm going to give it to them early, because the long expanses are good for playing around with gliding.

Aside: Kind of unintuitive in hindsight I chose to not check if the player was unencumbered before letting them boost-glide, since this also limits if they can flutter. I should change something here...

Bucket drones there don't do anything except maybe scoot sometimes, unless they have a pillar tying them to the ceiling. The movement from them is a glitch caused by the red rocks shoving them, but it makes them something besides just another stupid stationary turret, and it actually makes it easier to dodge, which, given how crap I'm playing here, is a necessity. I like it, so it stays. I'm sensing a theme here...

I'm really rushing it for the sake of getting gifs. Players normally have access to a quick-drop move by now, so it's not like they don't have options.

Boss isn't anything special, at least compared to how annoying the last one was. This guy just latches onto a wall and bursts a short round of bullet hell-esque shots at the player. Hit him, the wall moves back and has a bit of random height. Don't, and he shoves you behind the camera before moving back. Not the most complicated, but given how busy the rest of the stage is, I don't want to overload everything. This is stage 3/7, after all.

TO DO:

  • Rework credits since that code is all over the place. (Edit: Need to add stuff for displaying properly at the start of a level)
  • Special moves tied to certain levels. (Up -> Attack, Attack -> Attack, Guard -> Attack). All moves should be better to use than an unmodified sequence of their inputs. (Edit: Need guard -> attack, and to nerf up -> attack. Current setup is too broken. Also need to verify that dynamic-adding works)
  • Platform randomization mode toggling (Edit: done)
  • Verification that none of this is breaking prior levels. (Edit: It makes the levels easier, but that's okay for replays. Need to rework level 1's spawns though so that it's less boring since most of it, wait for it, is boring, especially compared to level 2's chaos).