Posted October 26, 2018 by El_Bruh
#Update #Color #Dual-Wielding
Well, I've done a few things since I wrote my last devlog, mainly worked on the movement system and the procedural room generation.
I decided that just moving on the floor was a little boring so I took off the gravity and allowed the character to float around which kind of reminded me of a game I had played a while ago called Overload. It worked out pretty well I think, maybe there could be a little more tweaking in the rotation and the speed.
Next, I added a map so that you could see a little bit of the rest of the map. When I originally implemented the map, rooms were a single floor and so it made sense. But now that the rooms are multiple floors it may be a little hard to read, this is something I'll need to look at later.
Speaking of multiple floors, I finally improved the procedural spawning system to support multiple levels, so that flying around wouldn't be so boring and it could make use of some vertical space.
I guess the biggest difference in terms of looks, is that there is color now and not a lot of darkness. I'll keep tweaking the colors to find a mixture that looks good, but for now BubbleGum will have to do. Because of the fact that it is much easier to look around now, I have removed the little orb of light that you could command for now, at least until I find a role for it. Also there are two guns, that is all.
The guns are just some sprites I made in piskel and TBH they only look decent because of how close they are to the camera and the motion blur. I still need to find a real artist to make these choices for me.
The game is starting to go in a direction that I feel would benefit greatly with multiplayer, either local or online. Fighting other people with the movement system currently in place seems pretty neat to me.