Hello everyone!
Today the game reached it’s third week of development and I’m pretty satisfied with the results and progress so far.
Since this is an “one-man-quest”, I’ve managed keep pushing forward with the programming, art and, most the most important thing, your feedback!
I’m very pleased that people are sparing a few minutes to write positive and constructive reviews/comments, here and in my social network pages, because your feedback keeps up the momentum and also new approaches for game improvement, difficulty balance, and so on.
So, this week I’ve focused on the advanced level management, which is done and successfully tested.
Now, all enemies have independent spawn configurations, like spawn time, max spawn per level, etc, which is configured in each level without affecting the others.
The obstacles are now included in this module and they’re also configured differentially in every level.
The boss enemy type is not spawned in every level, meaning that if the level don’t spawn a boss, we only have to shoot our way out until the time runs up.
This means that now there is a level progression, bringing more and different enemies with every level we pass.
There is a feature that was been raised by a few people which is the player respawn after death.
In the current release, if you die, the level will reload, starting from the beginning, all power ups picked will be lost, and you probably get pissed off after hitting a pencil too many times.
I don’t like the idea of lowering the difficulty or “nerfing” the levels, but this is a request that WILL BE DONE.
So, it’s very likely that the next release will have a different player respawn, in which the player will respawn in the initial position, blinking and not taking hits for a second or two (Megaman 2 style), and not all power ups will be lost. If you have level 3 of fire power, the firepower will be decreased by 1, and also the speed. Before you get too excited, there’s a catch!
The new boss type will be much more difficult to defeat and also, the enemy spawn, and probably enemy HP, will be increased.
As this is all configured, I’ll find a way to balance and tune it all good for gameplay, but your opinion will be crucial!
Finishing up the long dev log, is the new enemy types that are being created. We have a “teeth pacman like doodle” that spawns very and very close to the player and a super enemy with an eye patch with fires 3 vertical shots.
Two mores boss types are also being created, one of the has it’s mechanics worked out and it only misses the art, the other will be created this weekend.
The details of their behaviour will be a surprise that you’ll have to find playing the game!
So, expect a new release this weekend with lots of changes and maybe some Easter eggs ;)
You want to give your feedback, please comment the game or send me a message!
Have fun!
0 comments