As I talked about in my last post, I'm starting a journey iterating on a top-down shooter design in the form of bite-sized browser games. The first of these games is Mutiny in Fish Space, which I'm happy with as a starting point but is fairly barebones. I'm well into development for the second game in this series, and today I'll give a bit of an update on what I'm doing.
This time around, I'm experimenting with having the player fight hordes of small enemies. I'm having a lot of fun with the new weapon, and it feels super satisfying to use.
My last game is very short, partially because it all has to be completed in one life. To address this, in the past week I added a simple checkpoint system (which took longer than I'd like to admit to get working). The entire scene tree is reloaded to respawn the player in order to respawn enemies, but I wasn't sure how to pass checkpoint data to the new scene. After a bit of flailing, I learned how to use singletons in Godot, which fixed the problem and was surprisingly easy to use.
Now that I can make checkpoints, I'm working on expanding the level, which was about the size of the one in Mutiny. In the next week, I plan on finishing the level layout and adding some animation, polish, and possibly start on the music.
As a thanks for reading to the end, here's a preview of a happy guy you'll meet in the game:
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