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Pumpkin Pace - Devlog

A topic by TheFatCat created Oct 01, 2022 Views: 161 Replies: 6
Viewing posts 1 to 7
(4 edits) (+1)

Inspired by the themes for the One Minute Game Jam #8 and for Ludum Dare 51, I am making a Enter The Gungeon style game for Devtober 2022 as my second jam. 

To encorporate the themes "Every 10 seconds" and "Pumpkins", I decided to randomize the player's weapon every 10 sec, and make the enemies be pumpkins, distincted by their different faces. Similar to Gungeon's dodgeroll, I will be using a dash mechanic as the game will be a bullethell shooter as you might have guessed. To not take away control from the player by randomizing the weapons, I am planning to implement some kind of ability/class system you choose at the start of every run. I'll keep this updated on any progress I make.


Update Day 01:

Today 8 jucy hours were spent brainstorming, and implementing movement and the beginnings of gunplay mechanics. A first design for the player character was also made, along with a revolver to test the weapons-code. This took a lot longer than it should have, but there's a month of time so it's fine! Anyway agenda for tmr: 

  •  Finish modular gunplay system
  • Create a health script
  • A few weapons e.g. shotgun, rifle, smth simple like that
  • Background
  • Maybe enemy spawning / ai prototype

Feel free to share your thoughts about my project in the comments, I'm looking forward to your feedback!

(1 edit)

Update Day 02:

In a solid 5 1/2 hours spread over the day, I managed to mostly complete the gunplay systems, create a works-just-well-enough health script, add another weapon along with coming up with some other concepts and ironing out a few bugs here and there. Absolutely undershot today's schedule, but I think that's fine since after just a little bit of polishing, I'll have a solid weapon system that will hopefully serve me very well over this Devtober, which will greatly speed up adding new weapons.

Tldr: I did some background work.

Plans for tomorrow:

  • Polish the weapon system
  • Add a prototype enemy
  • Art, as it's currently only the player and two weapons
  • (Hud)

See you tomorrow!

Update Day 02+03:

There was barely any progress today/yesterday, only managing to do some art like the background and some props.

We all know what I want to do tomorrow and never actually do: enemies

Update Day 04-07:

After sacrificing my soul to the gods of Unity, I nearly got together a basic enemy. (Why not have transform.LookAt() not work with z = 0 ? Why Unity? Why do you hate me so much?)

Anyways, now that that's done and some post-processing is in, the game looks already kinda ducking terrible.. Is everybody else enjoying loosing their minds this Devtober? Yes? I hope so.  /j 

Also managed some more Weapon designs, but didn't get as much done as I'd liked to have because of other responsibilities. Maybe the progress will be more noticable over the weekend.

See you then!

Update Day 08:

Today I worked on the enemy pathfinding and chipped away on some bugs with it. I also tried to improve the overall feel and visual of the current weapons, but I am considering dropping visual design until I have all of the mechanics in place.

Other than that, I added a dash mechanic, that allows to dodge incoming fire.

I am encountering a bug with Unity's    Transform.LookAt()  function, in which the object that I'm rotating, only ever bears the rotation x = 0, y = 0,  z = +/-90

Here's the function, it looks fine to me, but if anybody knows what is wrong, please let me know!

weaponAnchor.LookAt(player.position, new Vector3(0f, 0f, -1f));

Thanks for reading!

Update Day 09-13:

Over the last days I build up a fully functional UI, desplaying Health, the current weapon, ammo, time until next random weapon and time since round start.

Above that, I implemented enemy spawning and difficulty (effectively spawn chance) and ported enemies to ScriptableObjects.

I also put in a system to spawn health pickups, so killing enemies actually does something now. I also consider adding a kill counter if I feel like it.

See you around next time!

Update Day 14:

Today was hella productive, I finished the health pickups with a very nice animation, revamped the cursor and appended a reload prompt and reload indicator/animation in just over 2h30min!

That leaves a bit of space to talk about future plans: I will probably not have different gamemodes just yet, although it's planned (maybe next Devtober), but it's safe to say I'll add in at least 10-15 of the 25 planned guns and will try my best to add the ability system. No promises on that last one though, since I still need to spend a lot of time making the enemies function properly and have some variety.

Needless to say I am quite proud of where I've gotten to in half a month, as Pumpkin Pace's pacing already is starting to feel good during playtesting! 

On to another half-a-month of progress!