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Devlogs

Devlog: Day 6

Anisotherm
A browser game made in HTML5

Another product day on the project. I spent more time still cleaning up internal systems a bit as well as some improvements to UI/UX, mob movement, and object housekeeping.

Overview of work for the day

Planned tasks

  • Draw order (skipped) - I didn't get a chance to touch this issue yet, will move it to another day. The plan is to split the enemies into 2 tables and drove the relevant tables at the right time.
  • Difficulty curve (mostly done) - this may take more refinement as I play test more once the game is closer to complete, but I've put in a recursive function to curve the difficulty as the game progresses
  • Spawn graphics (done) - I added a particle effect to emphasis the mobs warping into the level (will improve this later likely)
  • Juice up enemy animation (iterated) - I added a mild sine wave offset for the mob movement; and each type uses this differntly; the ice mobs float up-and-down, while the fire mobs inch along moving side-to-side

Unplanned tasks

  • UI/UX
  • New sprites for the health and mana bars
  • pixel fill for screen transitions to fade out the play field a bit
  • cleaned up the level transition screen
  • added a delay to the 'proceed' to next level function so that players don't accidentally advance
  • Created a palette shifter for level drawing so that I can reuse tile sets without having to draw everything in each color
  • Refinement of code for drawing transition screen to make it a bit more elegant and reusable

Screenshots

Graph showing the difficulty curve as you level (showing mob spawn rates)
A timer is on the end-level splash screen before the play can advance (UX improvement)

This shows the new fill pattern to fade the level while in menus


An example of palette shifting to differentiate levels
Plan for tomorrow
  • Add missing sound effects for all features currently in the game
  • refactor internal systems a bit to get key functions in the right part of the code
  • work on the mana regen/economy system
  • idle and attack animations for the player
  • Draw order system for mobs from the top and the player missile traveling north and south


Now off to bed as the sun is rising...

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