Loading...
1
2 months ago

Weekly Update Post 3: Ending one level now immediately activates the next, and the final upgrade room in each level allows the player to take one extra item.

Most of the main functions are done, so I'm going to work on some of the aesthetics this week.




0 comments

Loading...

Next up

You may take 2 items

Weekly Update Post: Rooms will now appear in sequence, and are semi-randomized. However, for some reason the game freezes when the chaser enemy touches the player.

EDIT: The chaser enemies ignore the player's mercy invulnerability somehow.

Weekly Update Post: Implemented a "room" system, where rooms will spawn with either a group of items to choose from or a ring of spawners that a series of enemies will come from.

You can also see roughly how each enemy will behave.

Weekly Update number... 5? Woops, I skipped a couple weeks!

This is the HUD and UI update, featuring a main menu, health bar, stat indicators, and counter for remaining enemies, along with a new-level prompt and controls screen (latter not shown).

Weekly update post: Most of the characters have proper animations. I made models for the different types of upgrade items, but actually implementing them has been a headache. Will elaborate in article.

#MaximumLoad I procrastinated so much on this lmao

(The secret is that I didn't actually play the game lol, it's just the title screen)

The previously-mentioned controls screen, accessible from the main menu.

Working on the game-over animation and improved enemy pathfinding. Hopefully they'll get be better at avoiding collisions.