Devlogs
PostJam Edition is here!
Updated my (relatively incomplete) jam entry!
Changes include:
- Overhauled sound effects
- Wave-based high score chasing arcade loop is properly set up
- functional pause screen!
- Options menu to control sound and music
- oh yeah there's music now!
- Particle effects galore
- Added an indicator for which varmint the camera is following and the ability to shift its focus
- Improved the skeleman animation
- Added a hit animation and sound to all enemies, I can't decide if Morio's or the skeleman's is my favorite
- Increased size of varmint's projectiles, and now they can shoot through walls and have a greater period of time where they won't kill other varmints
- Pailers now have a random number of bullets when they spawn
- Each model of enemy gets unique stat modifiers at random when they spawn
- rebalancing of all enemy types
- Spawning animation and sound make it very clear when new enemies are showing up - i hope...
- Fixed teleportation (should no longer be able to teleport into walls)
- probably a bunch of others as well,
Immediate plans:
- Fix enemy weapons rotating in a ridiculous way
- finally add object pooling, a revamp i've been putting off since midway through the jam
- UI Polish (fix options screen background in game, add sounds, etc.)
- Visual indicator when teleport is available instead of it just being a sound cue
- visual indicator of the fail state
- some slight knockback to enemies - witch and beamer on hit animations need to be cleaned up also
- Revamped skeleman spawning - currently you have about a 50% chance of spawning one on death (down from 100% in the jam version). I plan to make it so enemies will sometimes drop a pickup, and each time a varmint dies if you have a bone it'll guarantee spawn a skeleman. This should encourage even more active movement around the map, though if no base % chance remains the difficulty will increase quite a bit
- pitchfork using enemy type (forker), more dynamic enemy spawning (current system doesn't offer enough control)
Future plans:
- pickups/powerups, potentially alternative weapons
- alternate varmint colors (unsure if just cosmetic or not)
- continue to revamp death animation
- several new farmer weapons
- revamp dude farmer animations
- make and implement my own tileset
- design and implement my own witch sprite
- compose a main theme for the game
- a real tutorial to introduce the game properly
My plan is to iterate on this until I have a pretty satisfying arcade mode, then either start a new project or go ahead and start adding more levels, making it a roguelite, that kind of thing.