[ Dev Summary ] March
- Created gun module
- Created bullet object
- Applied gun module to enemies
- Created and completed fsm cycle of enemy actions and behaviors
- Enemies can get hurt and enter death behavior when HP is 0
- Player can get hurt and enters death behavior when HP is 0
- Player will die when the timer runs out
- HUD Timer now has 30 sec. orange caution and 10 sec. red warning stages
- Created system of invincibility for player and enemies when they get hurt
- Player gets sent back to ready screen when a life is lost
- Player gets sent to game over screen and back to level select when they die
- Enemies can fire directional projectiles at player's position
- Object collision is based on object's collision box and not its full object size
- Removed anti-alias from text objects
- Began to capitalize all text
- Created 12 new bgm tracks
- 24 gameplay bgms total so far
title, level select, character select, leaderboard
the level starts, the player dies and lives reduced, player falls off screen, return to ready screen and lives reduced, if the player lives is reduced to zero, game over
gameplay after applying fix that removes text anti-aliasing
enemies fire projectiles at the player's position when fire is initiated
The player can now hurt and kill enemies by jumping or falling on them from above. If you touch them in any other way, they will hurt you. Enemies can hurt you with their projectile fire.
When the player enters the enemy's field of range, the enemy will begin its attack cycle. It will first charge up to telegraph its action to the player, and then fire the projectile. The projectile will be aimed at the player's x and y position when the fire action is first initiated. Projectiles have a decay period and will then be removed. if a projectile collides with solid tiles, it will also get removed.
I had previously tried to make the text look sharp, but didn't find what I was looking for. I found a corona blog tutorial while doing screenshots that I had missed previously, so I quickly applied it. It definitely makes a huge difference and completes the overall look of the game.
I tried out a third tile set style that combines a variety of different. tile types with a couple variations. I think this is a good balance. I am thinking changing the color palette so that the white spikes stand out more from the regular block tiles. The tiles were originally this same blue before I changed it to grey.
My goals for this month are:
- environmental damage
- limited breath while underwater with HUD timer and drowning death action
- more bgms (goal is 32 level tracks total for the 32 levels in an episode)
The difficulty of the game will be based on
- size of level and layout in terms of ease of traversing
- ex. linear vs. non-linear and amount of pathways
- time limit
- platforming obstacles
- amount of environmental damage tiles and relation to obstacles
- amount of enemies and placement in relation to obstacles
- amount and placement of gold collectables.
- scaling properties on sequential gameplay cycles.
By balancing these elements in a certain way for each level, I can create different kinds of challenges. Each episode will have 32 levels. I am thinking of having an organized pattern of different challenges that spans the episode. There will be a difficulty curve for each challenge type, in addition to the overall difficulty curve of the episode.
The properties that will scale on each cycle playthrough will be:
- Damage the player takes
- Touching enemies, touching projectiles, and environmental damage will all deal the same amount of damage
- Enemy walking speed
- Enemy charge time
- Enemy fire time
- Projectile speed
Each property will increase a little every new playthrough. Each of the scaling property will have a certain max cap value so that they will not become exceedingly inhumanly possible. However, the damage the player takes will increase until everything can kill them in one hit.
In terms of how scaling difficulty, my approach to this game is to have a gentle curve of difficulty that starts very easy, but get very hard over time. I want to make it so that the player can master the game as long as they practice and have the proper skill level. I would like for the game at its max to be challenging, but not so hard that it is unfair, impossible, or intense to the point of not being enjoyable. In short, I want to make the game challenging but fair, and intense but still enjoyable.