Wednesday, February 25, 2015

2/25

Made a simple flashing hit confirmation effect. It looks nice but I think I want something a little more advanced in the future.

Re-adding the sounds back in made me realize how bad the current placeholder sounds are. I'm going to get on that this weekend.

Also have to remake the Sentry and Blob enemy types, as well as making a new simple variant on one of them.

Going to revamp the frozen "iced" behavior and some player animation wonkyness.


Monday, February 23, 2015

It Works!

Tackled both the enemy reset systems and reworked the ghost enemy to work in said system. As of now it seems to work great. Steady as she goes.

Is that some background parallaxing I see?

Saturday, February 21, 2015

Terrific.

Here's some things I got done:

Revamped ability selection HUD to look a little nicer, as well as anchor it to the screen when you move across camera zones.

Reconfigured and set a base camera size and resolution.

Continuous camera scrolling.

Organized the event sheets.

Fixed a few smaller issues.

Begun the prototype 0-1 level.

I am currently working on:

A system that 'disables' enemies that aren't in the active "zone" and that's kicking my ass.

A screen transition bug that's also kicking my ass.

I plan to work on:

Squashing Necrobook bugs.

Making multiple Lancer enemies work.

Adding sounds back in.

Working on the proto level some more.

WHAT IS THIS?





Wednesday, February 18, 2015

Back On Track

Hiatus over, systems are improved.

Let's make a game.

The gang's all here!



Thursday, February 5, 2015

Two week long hiatus is go.

Because of reasons that I wish didn't exist, I'm going to have to postpone all work on the project for about two weeks. Every day that goes by that I can't work on it saddens me, but it's just the way it is right now. 

Here's an old gif of the Lancer enemy in working form. 


Sunday, February 1, 2015

Some more enemies

Got three more done, only showing two.

Roller












Ghosts














Also fiddled with the camera some more.

Watching these gifs reminds me that I need to tune the Player's collision hitbox at some point.