I've uploaded a new demo of the game, this time for both PC and Mac. Go to the "Download" section to grab the latest build!
This version has a full level with a capacity discharge blast that can be used by pressing the right mouse button while you have at least two units of capacity in your meter. There is about a 2 second recovery time between discharge blasts (I expect Ryan will laugh when reading that last sentence). Having said that, I'm open to suggestions on renaming some of the aspects of the game. Hell, at this point, even "Aggressor" is a working title.
As always, feel free to post your feedback on the website or PM me on Facebook. I hope you enjoy the demo!
Friday, November 30, 2012
Saturday, November 24, 2012
Progress Update 2
So... I didn't meet my goal of finishing Pre-Alpha Build 4. But I did make a lot of progress. The first level is about half-way populated with enemies and the first boss is pretty much done and a few effects have been tweaked.
I'll be pretty busy this coming week, so it will probably be next Saturday before this demo will be finished.
To do before Build 4:
- Add another 30 - 45 seconds worth of enemies to the level before the boss arrives.
- Finish up the code that signals when the boss has been defeated.
- Create a discharge effect other than the melee attack.
I'll be pretty busy this coming week, so it will probably be next Saturday before this demo will be finished.
Saturday, November 17, 2012
Progress Update 1
Fixed Bugs:
- A fully charged blast will no longer bounce off the top barrier of the screen.
- Pressing Escape will now return you to the main menu where you can quit the game.
Gameplay/Graphics:
- Bonus-Shot gage is more interactive and interesting looking.
- The acceptable margin to hit in order to perform a bonus shot narrows slightly after each success.
- Made the player's shots easier to see.
- Added a new scene to serve as the basis for Level 1 (see screenshot 5).
I'll try to have Pre-Alpha Build 4 out by the end of next week if things go really well. I'd like to have a first boss and at least one capacity discharge ability implemented in the next demo.
Thursday, November 15, 2012
Changes since Pre-Alpha 2:
Gameplay:
Dashing - By double tapping a direction, the player will rapidly move in that direction.
Melee Attack - If the player has energy in their capacitor, colliding with an enemy will discharge all energy, damaging the enemies within its range.
Bonus Shot Gage - A meter has been added to the HUD to display the correct timing to utilize the bonus shot, AKA cadence shot.
Credits - Number of credits are checked each time the player dies. If no credits available, the game will pause until credits are added. Credits can be added by pressing the "I" key.
Dying - As fundamental of a function as it is, only now can the player actually die. If capacity is exceeded or the player collides with an enemy while having no capacity, then the player's control will be disabled and a credit will be removed.
Graphics:
Hit Effect - When the enemies are hit by the player's projectiles, the enemy will flash white.
2D Sprites - Adapted a script to handle 2D animations from an atlas of multiple frames. This increases performance by reducing drawcalls while also making content generation easier. The script has been expanded to allow animation both forward or reverse, repeating and "ping-pong" looping.
Go to the "Downloads" page to download Pre-Alpha 3.5
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