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Basement Raid 2143 - An Ultrakill inspired Top Down Shooter about raiding a giant basement.

A topic by Century178 created Jun 19, 2024 Views: 769 Replies: 22
Viewing posts 1 to 21
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In BR43 (short for Basement Raid 2143), you destroy and massacre the giant basement of a rival company because something of value is at the bottom. You can pick from a variety of weapons that each change how you play the game. Many things will change, so stick around to find out what new surprises I bring!

See where this game began with Demo 1: https://century178.itch.io/basement-raid-2143-demo-1

Check out Demo 2 too: https://century178.itch.io/basement-raid-2143-demo-2

I'm open to feedback, so feel free to suggest anything!

As I update the game, I'll also drop my changes in the replies, so check often! I'll try to get something out at least every two wednesdays. You can expect changes to the game as well as behind-the-scenes explanations that give you a look into how I make games.

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Update 1

This update is simply for improving the first demo after it was released. Since this demo was so small, I didn't need to do much.

Bug Fixes

  • Fixed a crash related to an enemy trying to reload when dead.

Gameplay Changes

  • Dashing now makes you dodge enemy attacks (this wasn't a bug, my intentions on dashing simply changed).
  • More indication on when enemies are damaged.
  • Balance changes (ex. shotguns having smaller mags).
  • Added text boxes in the level to give additional information.

Behind the Scenes

  • Originally my characters (the player and enemies) were a stack of sprites, so they had a body, then a separate object for the outfit and face if applicable. Now it's all in one sprite so it's easier for me to manage the character's appearance.

I don't think this demo needs any more improving, so now it's on to further developing the game itself. The second demo will most likely come out sometime in August and will showcase different stuff. I don't plan on doing more than three demos before the final release.

Thanks for reading!

(2 edits)

Update 2

This update changes a lot about the game so far. We have a new weapon, a new obstacle, and smarter enemies!

Gameplay Changes

  • Enemies now actively move away from each other and anything that can get in their way. This means they won't clump, and will usually be in all sorts of places.
  • You no longer get a period of invincibility after taking damage. I removed this because less damaging attacks (like the pellets shot by shotguns) could let you tank more damaging attacks (like the cannonball) without taking damage. However, your health is now 100 because with the original 35, you would die really fast.
  • Most projectiles are faster.
Launcher and Boxes

New Content

  • Added the Rocket Launcher, the first explosive weapon in the game. It shoots a rocket that explodes on impact, dealing 15 damage to anyone in a 3.5 unit radius. However, you are not immune to your own rockets, so if you shoot too close, you can kill yourself by accident! You get one rocket per mag and it takes 4 seconds to reload. Enemies can also use the Rocket Launcher, as heavies can wield rocket launchers. Don't stand too close to walls!
  • Added boxes, which are simple obstacles that can be destroyed. They are completely harmless but can block shots, so they can be helpful for both you and enemies. They also cannot be moved at all currently. There is also a variant with double the health.
Impending Doom

You can expect more in the future. Most of the weapons so far are fairly standard, so you can expect more unorthodox ways of murdering the opposition. I'll also add new enemies ranging from variants of the classic enemy to foes with entirely new behaviors. The environment will also be spruced up. From decorations to hazards, each room will be packed with stuff. Overall, this game will be a lot more packed.

Thanks for reading!

Fireworks

I'm a day late but here it is!

Update 3

A relatively minor update, but there are things to talk about!

New Content

  • Added the Sentry Turret, the first turret in the game. When in range, it fires at you for three seconds before cooling down for two seconds. When the room is cleared, they stop firing at you. However, they are not invincible, as they have the health of a grunt. While they cannot move, they may be attached to things that CAN move. Despite being weak on their own, they can make enemy fire trickier to dodge!

Gameplay Changes

  • The rocket is bigger so you can more easily hit enemies.
  • Every melee weapon was made longer to help close the distance between you and enemies while they run away from you. They also deal more damage. While they kill enemies in the same amount of hits, they're more helpful in cases where you switch between guns and melee weapons. However, more will need to be done to put melee weapons on par with guns.

  

I'm still trying to get the combat in a good state before I handle things like level making. My two biggest concerns so far are weapon balance and enemy behavior. However, I expect to get the combat where I want it to be in either one or two updates. This was a much smaller update than last time but I'm still satisfied with my progress. Overall, the development is still going smootly and I continue to be on track for a demo in August.

Thanks for reading!

The turret design looks great. And I like the fact that the bottom part of the turret remains there after destroying it. I think if you add more enemies and unique behaviors that’s a very simple way to boost your combat mechanics, it can also give you ideas of new abilities for the player that can take down such attacks. As a player, I’d be more interested in a game that is very challenging rather than too simple

Update 4

The combat is a lot different now.

Gameplay Changes

  • Enemy soldier behavior has been entirely overhauled. Instead of maintaining a desired distance between you and them while strafing, soldiers now either move to a random point nearby while avoiding things or run directly at you.

Balance Changes

  • Every gun's reload speed has been increased by 0.1.

Miscellaneous Stuff

  • Each weapon has a more stylized name.
  • Fixed the shotgun spreads being weird. Somehow I didn't even notice this was an issue until just now. It's been about two months since I added shotguns and somehow I never noticed that the spread was weird. Welcome to game development!

  

One potential change I might make in the future is putting the melee weapons in a dedicated melee slot instead of having them in one of the three gun slots. I may also get rid of melee weapons entirely since their lack of range makes them simply worse than guns, especially since it's hardest to dodge enemy attacks when they're up close, meaning they're currently redundant. Other than that, it's almost time to start making levels.

Thanks for reading!

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Update 5

An mostly behind-the-scenes update on what I've been doing. This didn't add much to the game itself, but it was a necessary update for me. One of the explanations is also especially technical, so it may not be easy to understand.

Gameplay Changes

  • Enemy bullets are 5 m/s slower, but player bullets are 5 m/s faster.
    • This helps in cases where there's a ton of bullets flying around and also makes aiming at long distances easier.
  • Melee weapons are gone.
    • There is never a reason you would want to use one. Ranged weapons can already kill enemies quickly and at any range, so going for one or two strikes with a melee weapon just isn't worth the risk, especially since you were practically guaranteed to get hit at least once. If melee weapons of any kind ever come back, they will have special purposes outside of dealing damage.

Balance Changes

  • Shotguns deal 1 less damage per projectile, but shoot 2 more projectiles.
    • This is mainly to make it easier to hit enemies at longer ranges, but close range hits are also deadlier than before.
  • The SMG (AKA the Prayer Sprayer)'s spread has been decreased by 5 degrees.
    • It's not meant to be accurate, but I felt 30 degrees was just too much spread.
  • The Room Cleaner's reload speed has been increased from 0.4 to 0.5.
    • It now takes 2 seconds instead of 2.5 seconds to reload. Since it's harder to hit enemies when they aren't near a wall, there shouldn't be so much time between chances to hit an enemy.

Behind the Scenes

  • Replaced the old weapon making system with a simpler and less restrictive one.
    • Originally, I had two interfaces (a type of class (structure that contains code) that forces any script using it to use everything inside it): Gun and Melee. The Gun interface had some generic gun stats that every gun had and I had a base gun class that other weapons could build on top of. The Melee interface was the same but for melee weapons. They're different in code, meaning every time I had to use one interface, I had to repeat the process for the other so both can be used. The main issue with this system is how limiting it is. Since I used interfaces, I couldn't exclude any stats, so if I wanted to make anything that deviated from the two molds, I would have to make a new interface for it. Now, I have one base class (called Deployable) that only has the absolute essentials for weapons and items. In code, I only have to check for one script, and I can make anything I want without much difficulty because anything that isn't universally on every item is not up to the base class, but rather up to the item's code. This new system gives me so much more freedom than the old one that I couldn't imagine trying to make a variety of items with the old system.
  • Reorganized my folders.
    • It was fairly organized, but still rather difficult to find things. After moving and/or creating some folders, it's now easier to access things.
  • Refactored the Room Cleaner.
    • Originally, the explosion was dependent on the weapon. Now, the explosion is its own thing that any weapon can use.

This was a pretty wordy post, but I think it's good to give a behind-the-scenes look at how I make things. At this point, every main system should be good to go, so now I just need to make new weapons, enemies, and other things then I can start finally making levels.

Thanks for reading!

Nice game homie!

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Update 6

An update dedicated to items.

New Content

  • Added the Medkit (AKA the Medical Lunch Box).
    • It heals 10 HP per use and has 2 uses before needing 10 seconds to recharge. When depleted, you switch to your next available item automatically. You cannot switch back to the Medkit until it recharges.
  • Added the Rifle (AKA the Salt and Pepper). 
    • It's a mid-range weapon that fires rapidly and takes down enemies quickly, but with a spread of 10 degrees, far away enemies are difficult to hit. It deals 4 damage per hit, has a fire rate of 6 shots-per-second, has 10 shots in the mag, and takes 2.5 seconds to reload.
  • Added the Heavy Shotgun (AKA Papa Shotty).
    • It's the opposite of the Little Shotty, firing even more pellets than Mama Shotty but is even slower. It fires 9 projectiles at 0.75 shots-per-second.
  • New Loadout Selection Screen.
    • Originally, the Loadout Selection Screen was a couple rows of buttons and a field of text below that changes when you hover over a button to show what the weapon does. Now the buttons scroll and there are separate fields for the item's stats and the item's description that update when you hover over the item's button. The stats field also tells you special qualities of the item you're using. I plan to add more color to the menus so it's not just a bunch of gray, so when Demo 2 releases this August, you can expect something more colorful.

Gameplay Changes

  • Reload Speed is now Reload Time.
    • Reload Speed was pretty vague, so I flipped it to be the total time it takes to reload. Not much effect on the gameplay, but it's clearer.
  • All weapons reload slightly slower.
    • Running out of shots was fairly inconsequential since you reloaded so quickly, so each weapon takes longer to reload. The Pistol and SMG take 2 seconds, the Rifle takes 2.5 seconds, and the rest take 3 seconds. However, no weapon has been slowed down by more than 0.5 seconds. I don't want the reload times to be too high because the game is meant to be fairly fast paced.
  • Emergency Weapon System added.
    • If you do not pick any items that are good enough to be your only defense, a pistol is added to your loadout. This is the only way to get 4 items, but it's not like you're gaming the system since it's generally good to have multiple guns in your loadout which won't be the case if you get the emergency pistol. I will be adding more items that aren't meant for fighting, so this system will be needed because I do not want to restrict your loadout to require certain items.

Future Plans for Demo 2

  • New artwork and music.
    • I'm going to try and have a new level aesthetic and new tracks before Demo 2 releases. Artwork isn't too hard, but music can be rather difficult because it's pretty hard for me to find good samples, which I think is just a skill issue on my part LMAO.
  • New enemies.
    • While the weapons bring decent variety, it's still just three base enemy types (one of which can't even use the weapons), and that's not enough, especially since they all boil down to just someone who shoots at you. There will be enemies with new behaviors that require different maneuvers to defeat.
  • At least 12 items total.
    • Since the core gameplay is rather simple, variety is added through lots of mechanics that the player can use, which means I need more weapons. I already have 10 total, so I just need 2 more to hit this goal. If I come up with any new items, I'll add them even if I already hit this goal.

I believe I am on track to get Demo 2 out when I want to, which is good. Not much else to say, other than that I may be slower to get things done from here on out because school is starting back up and I'll need to focus on that. However, it will not stop me.

Thanks for reading!

I'm a day late but it's still coming!

Update 7

Sometimes, things blow up in your face.

New Content

  • Added the Energy Cell
    • This item gives you one extra dash when used. It's especially useful for anyone who dashes a lot, as they may quickly run out but need a fourth. You get two uses before needing to wait for it to recharge. In game, it's called the Quick Refresher.
  • Added the Grenade Launcher
    • This weapon is a sidegrade to the Rocket Launcher. While the rocket launcher has less projectiles but each one is more dangerous, the grenade launcher has more projectiles that are less dangerous. The grenades also bounce off walls and slow down over time. The rocket launcher is good for taking out groups of enemies due to its explosion radius, but the grenade launcher is better for single targets since it bounces. In game, it's called the Peter Piper.
  • Added the Hydrogen Bomb
    • This is the game's first (and likely only) joke weapon. When thrown, it instantly kills everything (including you) in the room. Since you need to reach a checkpoint to save any rooms you clear, this cannot help you whatsoever. In game, it's called the Hydrogen Bomb.

Gameplay Changes

  • Added a momentum system
    • I added a system that gives momentum to objects. The primary use of this is applying knockback to explosions. The player can be pushed as well, but is more resistant to it.

Balance Changes

  • Medkit
    • When using the medkit, you are now temporarily slowed and must keep the use button held down for a bit to get the health. This change is also applied to the Energy Cell. I felt the Medkit was just too free to use and any stat nerfs would just make it useless, so I made it riskier instead of lowering the reward.
  • Rocket Launcher
    • The rocket launcher now has three rockets in the mag. However, it now takes 4 seconds to reload.  I felt the grenade launcher having four grenades would make it just completely outclass the rocket launcher, so I gave the rocket launcher more shots.

One more thing to note is that I may have to delay Demo 2 because I do not think it will be done this month. Just about this game's entire development has been done during summer vacation, but with it over, I can't just work on this whenever I want. I was originally planning for a December release, but may have to delay it to next year so it can be the best quality possible as I will sell it. If I cannot justify even a $5 price tag, I refuse to release this game until I can.

I might also hire a musician at some point since I don't have the skills to make music. I made the first demo's tracks myself, and they're just mediocre. Most quality samples and sounds are locked behind paywalls and the software I originally used for music just kept crashing. Until I can afford better music, I might compromise and just use royalty free music for Demo 2. For other parts of the game, I will continue to do it myself.

Overall, not everything goes as planned, but that's just how game development is sometimes. However, the game goes on.

Thanks for reading!

FYI updates will no longer be weekly because I have school. Instead, you can expect bi-weekly updates.

Update 8

A little bit of needed polish and extra flair.

New Content

  • New animations for each item.
    • Each weapon has unique animations. Below are the reload animations for the Pistol, Shotgun, Cannon, Crossbow, and Rocket Launcher, as well as the usage animation for the Medkit. I picked these animations because they are either the most unique or show what most new animations look like.

   

   

Balance Changes

  • Nerfed the SMG's mag size.
    • Reduced the mag size from 30 to 20. I felt the SMG outdid shotguns in close range combat, so I changed the mag size to keep the SMG from killing too fast at close range. I'll likely need to change the SMG a great deal to make it the crowd-killing weapon it was meant to be.
  • Deploy speeds now depend on the weapon's fire rate.
    • Originally, each weapon was ready about a quarter of a second after deployment, but this meant any weapon that fired less than 4 shots per second could have their fire rate negated by switching weapons. Deploy speeds now depend on the fire rate, so weapons that fire slower will also deploy slower.

Bug Fixes

  • Fixed an issue where the camera did not reset properly after clearing a room. I also made it snappier.
  • Fixed an issue where enemies would go back and forth if moving to avoid something (ex. being in a corner and moving away from walls).
    • Their "avoid direction" (direction they went to evade things) now has random variance.
  • Fixed an issue where rooms cleared by the Hydrogen Bomb did not reset before the player returned to the room, leading to the Hyrogen Bomb being a free win.

Redoing the animations was the biggest and most tedious part of this update. I kept redoing animations over and over again because I kept starting over to try and make the process easier. At the very least, I now have a base for animations so new weapons can have their animations done easier and faster. Besides that, development is still going good. I think Demo 2 will be released in September and be much different from Demo 1. It will be posted to the same page as Demo 1. I am currently unsure if I will go for a third demo, as I am conflicted between a December release and an early 2025 release.

Thanks for reading!

Update 9

Some new stuff, some old stuff made new.

New Content

  • Added the Launch Controller.
    • This alternative to the Room Cleaner deals no damage but has a lot of knockback. While it lacks the ability to kill, it gives you great mobility (especially in large rooms) and lets you force enemies to a new location. It also does not stun whoever it hits, meaning you can adjust your momentum as you go. This weapon is also a reference to my first game, Launch Control, which is a short 2D platformer about rocket jumping.
  • Added the Iron Fists.
    • The Iron Fists may be the only melee weapon I put in the game. Dealing 12 damage per hit and hitting twice per second, it can quickly take out enemies. Enemies that need to reload a lot are most vulnerable to the Iron Fists.
  • Added the Block Button.
    • This shield can block non-explosive projectiles and absorb up to 150 damage from whatever direction you face before breaking. It can only be repaired at checkpoints or upon death and your speed is halved when blocking.

   

Balance/Weapon Changes

  • The Prayer Sprayer has been reworked.
    • I decided to lean fully into the SMG's shotgun-esque nature by increasing the spread to 45 degrees. However, it now has 40 ammo and fires 8 shots per second, meaning it can easily hit enemies when there are many around. However, the spread means close-range combat is risky because you need to be right up in an enemy's face to hit every shot. It also reloads 0.5 seconds slower to balance out the large mag.
  • Buffed the Crossbow's reload speed.
    • It now reloads in 2 seconds instead of three. The fast projectile simply was not enough when the cannon could hit multiple enemies or even hit someone twice. The faster speed should help it compete with the cannon and give it situations where it's better than the cannon.
  • Explosive weapons now deal direct hit damage.
    • Explosive weapons now deal extra damage when they directly hit an enemy, rewarding accuracy. Their maximum damage is more than before.
  • The Cannon and Crossbow have new identities.
    • The Cannonball Thruster has been renamed to the Scallywagger and the Single Crosser has been renamed to the Crossing Guard. I felt the old names just weren't that good so I renamed them. I also got rid of the UI that shows their ammo count since they reload after every shot anyway. Finally, the Crossbow has a unique deploy animation if it needs to reload after deployment.
  • The Medical Lunch Box only refills at checkpoints now.
    • This change was made so you can't just wait behind cover and heal easily. Now you have to make the heals count.
  • The Quick Refresher is used faster.
    • Since dashes are more disposable and often needed faster, I made it give you dashes quicker.

 

Gameplay Changes

  • When you run into an enemy, the two of you are pushed away.
  • Enemies are heavier, so explosions don't push them as far. Heavies have recieved a bigger weight increase than the other enemies.
  • The player dashes 25% faster, but the duration has been reduced by 20%. The same distance is covered, but faster.

Miscellaneous Changes

  • Clyde blinks. Did you notice that when you saw the gif of the crossbow having a new deploy animation?
  • Walls have been given a new look. Since the old walls looked flat and boring, I gave them depth.
 

I'm done with making new weapons for now. While I enjoyed the process for the most part, I need to start working on other things, like level design, bug fixing/polish, and new enemies/obstacles. I might not be able to get good music into the game before the second demo releases, so I'll either reuse the same tracks from Demo 1 or get some royalty-free tracks as placeholders. I'm aiming to have at least 3 levels ready for Demo 2. As things appear right now, a 2025 release is most likely.

Thanks for reading!

Update 10

It's coming along nicely. Since my changes are all over the place, I'll just list each one as its own section.

New Weapon Selection Screen

This new screen has the item buttons as a vertical list instead of a horizontal grid. The info and stats sections have also been combined into one. Instead of the info being given when you hover over an item button, it appears when you right click the button. Attributes on items are now colored, with positive ones being green, negative ones being red, and neutral/important ones being yellow. The new information section now has a scrollbar, which solved the issue I had of certain item descriptions having to have really small text to fit big descriptions. This menu should be a lot cleaner now.

 

Enemy Behavior Improvement

Soldier behavior has undergone two changes. First, they now wait until they have a clear line of sight on you before firing their weapon. This means they are less likely to shoot walls and also will not waste ammo trying to shoot you when they clearly can't hit you. Second, they can now target different things. They can target breakable objects whenever you aren't in their range. However, the player is prioritized above all other things that soldiers can shoot. Here's how a soldier script looks in the Unity inspector with the parameters being for a grunt.


Bringing Back Cosmetics

I decided to bring back player cosmetics. I originally had 14 outfits in the files back when Demo 1 was released, but didn't wanna deal with cosmetics so I scrapped them. Now, I'm bringing back the 8 best options. If I let you customize anything other than the hat, it'll not be anything more than your skin color and possibly an item worn on your back. I'm not sure if you'll get to see them in Demo 2, but they'll be there when Demo 3 comes out, or otherwise when the game is fully released.


Other Things

  • You can no longer fire your weapon if it's straight up inside something (ex. a wall or enemy).
  • Work is being done on the second demo level.
  • Bug fixes.

I think I'll be able to get the second demo out this month like I planned. I decided I'll just use the music from the first demo for this one. At the very least, I think I'm gonna get a stream of income soon, so I'll likely spend some money so I can make better music. I figured this is a good time to have a budget since music is very important for a game. Like the first demo, Demo 2 will be a WebGL build, so no need to download anything. If I have to delay it to October, I won't delay it again.

Thanks for reading!

Funny note: I'm using the devlog community board instead of the proper developer log section because I literally did not know there was a whole main section for devlogs. I just never noticed that there was a button I could click on to see them. When I was given tips on making devlogs, I was pointed to here. I only really use this website for getting my games out there and hosting jams, so I don't really follow anyone. When this game is done, I'm just gonna use the actual developer log section for future projects.

Welp, there goes the promise of giving an update every two wednesdays. I'm a day late to this one. Oops! Anyway...

Update 11

Demo 2 is out! I think it's a massive improvement over the first demo and really shows my progress. This is a small update because it was pretty much just finishing this demo and releasing it. I believe I will end up releasing a third demo, though this release date is entirely unknown. It could be a couple months, it could be next year. I ended up deciding not to bother with the cosmetics this update since I was running out of time (I released the demo just before October began) but they'll be there in Demo 3. This demo is on a separate page since I felt that was best instead of having every demo on one page like I originally intended.

Thanks for reading!

Update 12

A mix of stuff.

New Content

  • Added the Mister Tiny.
    • This minigun is sort of like a more accurate Prayer Sprayer. It fires 10 shots per second with a spread of 5 degrees that each deal 2 damage. It has 50 shots before taking 4 seconds to reload. However, this additional accuracy comes at the cost of your movement speed, which is halved when you fire it. Because your speed provides such a big advantage in fights, you're much more prone to taking damage. Careful positioning and dashing is key for this weapon.
  • Added an enemy-exclusive healing gun.
    • This healing gun fires healing beams at whoever the user's teammates are. However, because you have no teammates, you don't get this item. The healing gun fires 2 special green beams per second that heal 3 HP and it has 10 shots before taking 3 seconds to reload. These beams are 50% faster than your pistol beams. Because your damage can outpace the healing, you aren't absolutely required to take out healers before fighting the enemy being healed, though leaving them alive can lead to them keeping enemies alive for longer and possibly reversing the damage you dealt if you switch targets. If you end up between a healer and its patient, you can steal the healing for yourself. The healing gun is used by grunts.
  • Added a wave system for combat rooms.
    • This is pretty overdue, but enemies can now spawn in waves (shown in the gif). There's no spawning animation yet, but it's coming.

 

 

Gameplay Changes

  • Enemies have a better targeting system. The old system was built with the playing being alone in mind. However, with the introduction of the healing gun, enemies could now have multiple potential targets. Because of this, I introduced a new system where if enemies detect multiple targets, they'll go for the closest one.
  • Guns can fire inside of enemies again, so you don't need back away as often. However, they keep their inability to fire inside of walls.
  • Enemy explosives have smaller radii since they're kind of a pain to dodge with the player's explosion radii.

Behind the Scenes

Here's the code for target choosing logic. First, the soldier gets a collection of all colliders of certain layers (groups), in this case the priority target layers, in its attacking radius. If it gets any colliders, it sets a base distance to compare to, then goes through every entry in the collection, ignoring itself if it detects itself. With each entry, it compares the distance between itself and the object and checks if it's lower than the previous shortest distance. If so, that object becomes the new target to compare to for future entries. If the soldier doesn't find anyone that isn't itself, it declares its target null (meaning there isn't one) then repeats this check for the non-priority target layers. If this second check fails, the soldier will not have a target at all, so it just goes about its day instead of trying to shoot the target.

Note: This code may contain bugs, so be careful if you copy it for yourself.


Overall, a pretty good two weeks. Not much to say that hasn't already been said.

Thanks for reading!

Update 13

I've been rather busy lately, so this one is rather small.

Menu Work

  • Each item gets a fancier description that has the name, type, stats, and lore of a weapon instead of just stats and a bit of flavor text.
  • Fixed an issue with the weapon selection menu where the scrollbars stayed in the middle if you scrolled down then switched,  leading to the description starting in the middle if you go to a new description.
  • Created the cosmetic and level select menus (level select looks similar to the weapon select so I won't show a picture of it).

Gameplay Changes

  • Nerfed enemy weapons.
    • All enemy weapons received a damage nerf ranging from 10% to 33% less damage than the player variant.
    • The faster enemy weapons received fire rate nerfs. Slower weapons kept their fire rate, though the Scallywagger's enemy variant reloads slower.
  • Adjusted player weapons.
    • All player projectiles move faster. Explosives move at 20 m/s, arrows move at 100 m/s, and the rest move at 30 m/s.
    • The Little Shotty now has more ammo instead of firing faster. Since a faster fire rate just means enemies die faster with not much significant decrease in damage (despite being 24 less per mag), so I made it a mag size advantage instead of a fire rate advantage. The new mag size is 6 and the new fire rate is 1. It kills grunts in 2 hits like the Mama Shotty, but every bullet needs to hit and heavies go down in one more shot, so I consider it balanced for now.
    • The Papa Shotty now has less ammo instead of firing slower. It had the reverse deal of the Little Shotty, with the slower firing rate not making up for the increase in damage. Having a weapon that slow was also just not very good. The new mag size is 3 and the new fire rate is 1. It killls grunts in 2 hits like the Mama Shotty, but only about half the bullets need to hit, so with less precision needed, I consider it balanced for now.
    • The Launch Controller now reloads in 1.5 seconds instead of 2. Since it deals no damage and is mainly best for mobility, it shouldn't reload so slow.
    • The Salt & Pepper now has a fire rate of 5 instead of 6. Despite the spread, I felt it was still better than the Old Reliable since having more small bullets instead of less large bullets means each miss is less punishing.
    • The Iron Fists now attack 3 times per second instead of 2. Since shotguns can quickly kill enemies at longer ranges, the fists need to be really good at point blank range. I also made the fist sprites go farther when punching so the animation lines up with the hitbox.

Future Ideas

  • Weapon variant system
    • This system would have (almost) every weapon have different versions with different stats, like the Mama Shotty having a tighter spread or the Scallywagger firing 3 medium shots instead of 1 big shot. This could result in certain weapons being turned into weapon variants, like the Little and Papa Shotties.
  • Basic melee attack
    • Simply press the melee button to punch an enemy. If this occurs, the metal gloves will simply be a boost to this attack instead of something you deploy. I'm also considering bringing back the melee system as its own slot (meaning you would select 4 weapons instead of 3).

Nothing to say for a conclusion, but things are fine for me.

Thanks for reading!

(2 edits)

Update 14

You know you got your priorities straight when you take several months to do simple things. Oh, and I added some more stuff.

New Content

  • Added the Scallywag Jr.
    • This is a mini version of the Scallywagger that fires 3 medium cannonballs instead of 1 giant one. It fires 1 cannonball per second and each cannonball deals 6 damage. It is identical to the Scallywagger in all other stats.

Balance Changes

  • Increased the Mister Tiny's and Prayer Sprayer's firing speeds.
    • They both now have a fire rate of 12. I wanted them to feel more like you were absolutely spewing out bullets.
  • Rebalanced the Salt & Pepper.
    • It now deals 3 damage per bullet, has a fire rate of 7.5, has 12 bullets in the mag, and takes 2.5 seconds to reload. I felt it played too similarly to the Old Reliable, so I changed it.
  • Rebalanced the shotties.
    • The Mama Shotty now has a spread of 15 with no other changes. The Little Shotty now has a spread of 10 and shoots 4 shells per shot. The Papa Shotty now has a spread of 20, shoots 10 shells per shot, and has 2 shots in the mag.
    • The tighter spread makes it easier to hit an enemy with all your shots while the mag and bullets-per-shot difference give each weapon a different TTK and shooting-to-reloading ratio. The Papa Shotty kills grunts with one shot if you're close enough but spends a lot of time reloading while the Little Shotty needs 3 hits to kill a grunt but not much time is spent reloading. This should make all three weapons have equal appeal.

Gameplay Changes

  • The sawblade now deals a certain amount of damage every half-second of touching it instead of a set amount everytime you started touching it. This should make the damage more consistent because before this change you could suddenly take a ton of damage because you moved an inch and touched it twice.

Miscellaneous Stuff

  • Added a crosshair to make aiming easier.
  • Added a dashing trail effect to make dashing feel better.
  • Doors have an opening/closing sound effect now. It's just the dash SFX for now, but it's better than silence.

 

When you're focused on making new weapons and stuff, you kinda forget that you gotta work on other things too, like game feel.  I've still yet to do that enemy grabbing weapon I promised some time ago, but I have no doubt I'll get to it eventually. I want to do a few more weapons/items, like a weapon that does a charge attack and stuff. I think a good final total would be 20-25 weapons before I decide I've made enough. I also have some new stuff planned like explosive barrels, lasers, and other things to spice up the environment. I've been neglecting levels so much because making levels just bores me. I think adding more things to put into rooms will make it more entertaining for me because what I do for the game is 25% what progresses development and 75% what I want to do at that moment. Anyway, development's going good, hopefully whatever you're doing is also going smoothly.

Thanks for reading!

Tested your game out, looking good man. Think now its time to focus on the levels

(+1)

Update 15

Less is more, but so is more.

New Content

  • Added switches.
    • These devices switch on and off when shot. They'll be used for both level progression and as a mechanic for combat rooms.
  • Added explosive barrels.
    • These barrels explode upon taking any damage, dealing great damage to anyone nearby. Don't get too close!
  • Semi-walls added.
    • These are like walls in that people cannot go through them, but different in that attacks go through.

 

A mock-up example of a switch that would unlock a door when shot.

A mock-up example of a table (semi-wall) and some explosive barrels.

Weapon/Item Changes

  • Most weapons have double the ammo per mag.
    • According to my playtester (I only have one person that I consistently have playtest), there was way too much reloading which meant too much time where you had to stand back and reload. I doubled the mag sizes to make this issue better.
  • New semi-auto/automatic system.
    • Weapons are now either semi-auto or full-auto. Semi-auto weapons require that you press the button each shot while full-auto weapons let you hold down the fire button like before. Most weapons became semi-auto weapons, though the rifle, minigun, and SMG remain automatic.
  • Removed the heavy shotgun, mini cannon, metal gloves, and shield.
    • The heavy shotgun and mini cannon were removed because they got merged into their regular counterparts, which I will talk about later.
    • The metal gloves and shield were removed because they sucked. I might make a sword that can do both, but I might just put melees to rest instead.
  • Standard and heavy shotgun merge.
    • The heavy shotgun's stats have been merged into the standard shotgun. This new version has 3 shots per mag, fires 10 shells (each dealing 3 damage), has a fire rate of 1, and has a spread of 20 degrees. I felt the standard shotgun had little appeal and the one-shotting of the heavy shotgun was too difficult, so I just combined them.
  • Mini shotgun changes.
    • The mini shotgun fires 6 shots per mag, fires 5 shells that deal 3 damage, has a spread of 15 degrees, and has a fire rate of 1.25. I felt since the other shotguns (or now just the one) could kill really fast, the mini version needed some edge.
  • Any weapon that took 4 seconds to reload now takes 3.
    • 4 was too much time to reload according to my playtester, especially with the old mag sizes.
  • Crossbow changes.
    • The damage has been doubled, meaning you can now one-shot enemies with the crossbow. I made the reload time 2 seconds so it's not too OP.
  • Cannon and mini cannon merge.
    • The new cannon fires 2 cannonballs at 1 shot per second. I couldn't do a damage increase because that would make it OP and make the crossbow obsolete.
    • Since it's pretty much just the mini cannon, I removed the mini cannon.
  • More weapon changes, mostly fire rates and stuff.
    • I changed the pistol, rifle, SMG, and more for things like fire rates. There are some other small changes, but this section is too wordy so I'll skip over them.

I really condensed the weapon selection, now there's only 14. I think I'll just add two more, then leave it be. That would mean 15 actual weapons and one joke weapon (hydrogen bomb my beloved), which is pretty good IMO. I decided I won't be doing the claw gun because it wouldn't be very good as a weapon. I'm also considering adding alt-fires to most weapons to make them more interesting, especially since I most likely won't be going above 16 weapons now. I redid some menus as well and added a music manager that lets me have music persist across levels and menus. Finally, I'm considering doing an early access session (up until release) instead of additional demos. This would make my changes more visible, give anyone following this game's development more content, and let me build up a community better. Overall, a bunch was changed and I'm pleased with the results so far.

Thanks for reading!

Would like to see more pictures on the development process next time

Update 16

I took it easy this time, end of the semester really be something. I only have a few changes.

Changes/Additions

  • Added the elite, a new soldier enemy.
    • It has the speed of a grunt, the weight of a heavy, health in between, and shares some weapons with them.
    • This enemy can also dash like you can, and will do so randomly. Unlike you, it can dash whenever it pleases.
  • Enemies now get redder when their health decreases.
    • Someone who played my game suggested that I have some sort of indication that an enemy's health is low, so I added a red tint that gets stronger as you dwindle an enemy's health down.
  • You can no longer enter a level if your loadout is not viable.
    • If you go straight to the level select, you are told to go to the armory to pick some weapons. This might not ever occur since you would have a default loadout.
    • If you try to leave the armory with no viable weapons, you're told to pick some viable weapons.

  

Since this update would be pretty crap if I just left it here, I might as well tell you what may be my final plan for this game. It's about time I actually try to wrap things up instead of just throwing in whatever I want, whenever I want.

(Potentially) Final Plan

  • 3 worlds, each having 3/4 regular levels then a boss.
  • Levels that are about 10-15 minutes long.
    • About 6 combat rooms with some other challenges in between
  • A light amount of story, nothing to write home about but enough to keep you interested.
  • Money system.
    • Endless mode and campaign levels would get you money depending on a score you get for each level. This money would buy weapons and cosmetics, perhaps consumable items to help with levels/endless mode too.
  • Endless mode implemented.
    • Waves of enemies endlessly spawn in, get the highest score you can.
    • This would likely be unlocked at the end of world 1, or otherwise super early.
  • Weapon progression.
    • Start with 3 of the 16 weapons, two/three of the new weapons become available to buy every two levels. You would get every weapon (but the hydrogen bomb) by the halfway point of world 3. The hydrogen bomb would be a post-game reward since it's just a joke weapon.
    • Since weapons only become buyable with campaign progress, players would be incentivized to keep playing instead of just grinding endless mode. I think that continuing the campaign would be more fun than just grinding endless mode.

Sorry for not having much this time, but hopefully next update is better. I want to finish and release this game in the first half of 2025 because I want to make something new instead of being held up by this.

Thanks for reading!