Enemy waves & Editors, Alberto
After an hectic week of fixing version control stuff, I finally started working on something new.
Every room from every world needs to know what enemies is it going to spawn. At the beginning I created some spawning algorithm, but it was too random and unbalanced, so I decided that the best way to do it was to create the waves manually.
So what I’m doing now is to create different layouts of enemies (saved into an XML) and link them to a specific room. Each room can have multiple layouts, and it will randomly decide which one it’s going to use.
I’m working on 2 different game editors: Waves Editor and Layouts Editor.
Waves Editor: Very simple editor, created to implement the number of waves and layouts that correspond to an specific room

Layouts Editor: I’m still working on it. It will let us quickly design a layout of enemies that later will be assigned to a room
Hopefully both editors will be completely functional for next week, so we can start testing different enemy layouts.
Game Feel and Bugfixing, Luigi
We’ve been evaluating our inner demo and have been talking about a lot of changes to make to it, so I’ve been working on them all week long.
Stuff like a better response when you shoot, more screenshakes where it suits, etc. Basically trying to improve the overall gameplay experience.
I’ve been working hard on bugfixing, too. There are many tiny things that still need to be fixed, so we’ve got to work on those sometimes, too!
New room designs, Julio
After our first test session of the game, we ended with a lot of things to change for the final version. One of the decisions was to reduce the rooms size and thus making it more challenging. So this week I have been reworking parts from the old rooms.

New character, Dani
I continued working on the concept art of the next playable character. After many sketches, we already have chosen 4 designs, and the next step is to choose one of them, clean it and give it life.

I have continued sketching and making new designs of the boss, specifically of the mushroom. We decided that it didn’t have enough personality, so I’ll be working on making it more appealing.

The boring part has been to retouch the tiles of the walls so that it is easier to fit them within the details and the props of the environment.
I also had to adjust the colors of the enemies and the character too.
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