Posted December 11, 2020 by Ludomancer Studio
WE HAVE NOW:
-Bigger and better rooms, with plenty of space to jump around and do stuff
-Sweet juicy animated alien enemies to kill, two kinds fo them even, a melee and a ranged one
-A prettier door inspired by star wars
-A tiny spaceship I grabbed from an older game, I will change it later
WHATS MISSING:
-Some valuable precious tech to grab by the end of each level(your mission)
-A lobby between levels where you can choose a new weapon, built based on the precious tech you found, for the next run
-Some props(I might enslave my architect girlfriend for this one)
-Narrative and humour(I want to add this sooo bad but I'm prioritizing functional stuff first so yeah)
-Music & SFX(got a pack ready here already)
-Menu
Thats it guys, honestly there's not much to write here, I've spent the whole day just setting things up with the art I did and the project I had, I just had to write like two lines of code for the enemies animator and that's it. It wasn't hard but a bit tedious, other than that I'm doing some freelance work on the side so I'm not working full time on the project, which was my original intent, but hey, we gotta make a living here just like our Bugbuster buddy.
One thing about the design of the game that struggled me was what exactly was the point of killing aliens besides killing aliens. My original plan was to have some sort of side gameplay where you are at the office/headquarters of the Alien Extermination Company you work for doing like trivial and mundane things like writing reports and getting shit from your boss, but I guess I won't have time for that so I just thought about making like a office environment where you choose a weapon created based on what you found in your last run and maybe some funny shenanigans but that's it.
I dunno if I'm going to be able to finish everything I want till the end of the jam but, hey, this is what these jams are for, right?
See ya soon, bugbusters.