I have a new prototype: Powerthief v0.2
(I won't post a new screenshot today because the game is visually much the same as it was yesterday--the changes are primarily in gameplay.)
I feel that I got a fair bit done today--amongst other things, I made the following changes:
- The "death" mechanic is now in!
- When the player dies, the spell which served them best should now be given to the enemy that did the least damage during the run
- These changes should also persist between play-sessions
- The main boss has been implemented!
- Two new spells are available: Lightning Ball and Spark Spray
- A simple "you win" screen has been added
- Health powerups now sometimes appear on completing a room
- A weapon powerup should now appear on completing a level
- A new enemy type has been introduced
- The movement of one of the pre-existing enemy types has been made a little more complex
- Some basic tutorial imagery has been added to the first room
- Enemies should no longer spawn near the player
- There was a bug that caused the "game over" screen to cover the play-area when starting a new game, preventing play; this should now be fixed.
I attempted to implement a simple options menu--only to discover that my previously-functional key-mapping GUI broke at some stage in the past, and that furthermore my splash screen's code was interfering with it! Attempting to fix the problem was taking up too much time, so I decided to dump that feature, for now, at least.
In the new day I intend to create a few models with a handful of animations, create some basic sounds, find a few music tracks, and keep polishing the game. I'd like to add basic special effects, some new spells, some level-geometry, a simple intro and perhaps a better outro, and maybe the mid-boss and a new enemy-type or two.
I'll confess that I'm not entirely happy with the way that this game is turning out--the gameplay feels a little messy, a little cluttered. And yet, I've actually had some fun play-testing it, so I'm not entirely unhappy, either.
The schedule is looking tight, and I'm not sure that this game is coming out as well as I would like, but I'm not entirely unoptimistic: even if I don't complete all of the above, I may yet produce something that I can feel at least somewhat happy with.
- When the player dies, the spell which served them best should now be given to the enemy that did the least damage during the run
Won't be able to test this until after the results are in, but definitely looking forward to it!
Keep up the good work (bossfight!!!)