Day 6 - Where grown men break...

Published August 14, 2016
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We're running to the finish line here, and there's still so much to do...
I've managed to put together a version for anyone generous enough to give it a spin!
Game Demo

Known issues:
- Always run a 16x9 resolution for this build.
- Do NOT used the escape cheat. It worked for everything up until I implemented the end of game (the game will still work properly, but killing the boss won't lead to the victory if used...)
- Some of the instructions in the tutorial may appear misleading currently.
- The Torch feature ("3") is not present.
- Monsters color swaps had an issue and all show up as their own color...

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Progress Report
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- Victory and Defeat screens or dialogue -- I have a Victory screen! (however bland...)[/font][/font][/color]
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- Ball of light for the intro -- Yeah.. eh... it ain't gonna happen at this point.[/font][/font][/color]
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- SHADES (enemy type) -- All taken care of (finally).[/font][/font][/color]
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- Light/Torch mechanic -- Mechanic is in place for GPIs, but not for the character. I think I could do without if needed, but it might give some issues to people when faced with certain waves...[/font][/font][/color][color=rgb(40,40,40)][font=arial]

- Additional Ruin stages -- Arted AND functional. Finally... Been tweaking the stats to make them work, but time is lacking, so I'll have to let it slide...[/font][/color]
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- FX (particle effects) -- Still missing something for the evolution and devolution steps. I like the visual that lead me there, but I'm just missing that 'omph'.[/font][/font][/color]
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- Gamepad support -- Doubt I'll have much time for this...[/font][/font][/color]
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+ whatever I may not have in mind right now...
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- Spawner now works properly, with placeholder waves at that and one that leads to the victory screen. Still need some level design work, but it's not going to happen overnight.[/font][/font][/color][color=rgb(40,40,40)][font=arial]

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- Block player from exiting level! - Fixed. Could be a problem in some resolutions though...[/font][/font][/color]

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Things I'd like to get done before final delivery:[/font][/font][/color][color=rgb(40,40,40)][font=arial]


- Fix levels[/font][/color][color=rgb(40,40,40)][font=arial]


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- Torch feature ("3")[/font][/font][/color][color=rgb(40,40,40)][font=arial]


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- Simplify tutorial (too much text) and quicken the pace[/font][/font][/color][color=rgb(40,40,40)][font=arial]


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- Streamline explanation for the 3 types of ruins (Ruins, Temple Ruins and Idol) in such a way that people understand why each is important.[/font][/font][/color][color=rgb(40,40,40)][font=arial]


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- Fix the cheat (I intended on having this cheat be usable for retries)[/font][/font][/color][color=rgb(40,40,40)][font=arial]


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- Remove the 'worker' component from Idol. It leads to some abuse in the intro[/font][/font][/color][color=rgb(40,40,40)][font=arial]


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- Fix Monster color swaps[/font][/font][/color][color=rgb(40,40,40)][font=arial]


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- Determine whether the Idol should be move-able or not (possibly revise where it spawns too)[/font][/font][/color][color=rgb(40,40,40)][font=arial]


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- Modify the Ranged attacker's AI[/font][/font][/color][color=rgb(40,40,40)][font=arial]


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- Add an Audio mute/unmute button[/font][/font][/color][color=rgb(40,40,40)][font=arial]


- AddFX to evolution and devolution (particle effects)[/font][/color][color=rgb(40,40,40)][font=arial]


- Actraiser ball? (one can always dream...)[/font][/color][color=rgb(40,40,40)][font=arial]


- Joystick support (eh)[/font][/color][color=rgb(40,40,40)][font=arial]


- Scoring?[/font][/color][color=rgb(40,40,40)][font=arial]


- Fix an issue with homing balls that seek to shoot at Shades (and they simply can't)[/font][/color][color=rgb(40,40,40)][font=arial]


- Fix enemy Swords and Bows collision boxes[/font][/color][color=rgb(40,40,40)][font=arial]


- Add a GPI that can draw bonepiles and collect them in lieu of the player.[/font][/color][color=rgb(40,40,40)][font=arial]


*Address any major feedback I might get from the build![/font][/color]
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Obviously, little of that will get done by day 7's end if any![/font][/color]
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Can't wait to catch back up on sleep![/font][/color]

0 likes 2 comments

Comments

ArThor

I gave it a go and it all seemed to work technically, you've mention it already but I would definitely speed up the tutorial text. On my second playthough I found myself building defenses while the tutorial was playing, is this expected or cheating?

I found myself a bit confused at first but developed a strategy of forming a wall to do the killing while I held back the enemies allowed me to collect the bones a bit better too. Looking good!

August 14, 2016 09:17 AM
Orymus3
[quote name="ArThor" timestamp="1471166249"]I gave it a go and it all seemed to work technically, you've mention it already but I would definitely speed up the tutorial text. On my second playthough I found myself building defenses while the tutorial was playing, is this expected or cheating? I found myself a bit confused at first but developed a strategy of forming a wall to do the killing while I held back the enemies allowed me to collect the bones a bit better too. Looking good![/quote] Thanks a bunch! Yeah, I'm ok with player moving during tutorial but noted the abuse with resource collection. Thanks for confirming though. It seems you got it quickly. Did you end up winning?
August 14, 2016 02:08 PM
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