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[Devlog v2] Discharged

A topic by lentinant created Oct 13, 2020 Views: 146 Replies: 5
Viewing posts 1 to 6
(3 edits)

Since I've scapped my previous prototype, I've decided to switch to my another project - Discharged. It is proper rework of my "I can't draw but I want to make a game" jam entry Discharge.

Small description of the game - it is a roguelite top-down shooter, where single resouce is used for everything - shooting, purchasing stuff, interacting with stuff etc. Check out jam version if you are interested in how gameplay was looking initially.

I've been working on improved version for quite some time, but shelved it due to need to make a bunch of room patterns to make game at least somehow replayable. But for now I've made randomized rooms, so I think it's a good time to implement rest of first actual vertical slice prototype during devtober until I figure out better solution for rooms.

I will start from day 13. For first 12 days of my devtober, you can read my previous thread.

For some starting point, here is GIF of my last progress

https://twitter.com/i/status/1300399726248984583

Day 13

Fixed bug with wall turrets to ignore walls.

Day 14

So, I've reviewed enemy types I have, and decided I need to rework them to be more interesting. To start with, I've decided to fix existing issues with enemies that would probably remain as they are now in general, so, two fixes today.

First one - noticed that several wall turrets on same wall can basically overlap to extent that you can't tell it is not a single enemy. So I've added some basic collision specifically to prevent them to do that completely (I don't mind if they do so partially). Also, this reveals issue with layering (some sprites of one enemy are shown over sprites of other enemy, while other aren't), which I will fix sometime soon.


Second one - I've reworked binders (enemies that bind player slowing them down). Initially they were bullet-spongy, but slow, so it was really easy for player to evade. Now I've reworked them to be bigger nuissance - they are faster, but have low HP, but as soon as they stick to the player, they get more HP, so it is better to kill them before they have chance to reach the player. Also I think I will remove need to rotate for binders in general (and most likely not only for them).

Not sure what to do tomorrow, but maybe I will rework some other existing enemies (e.g. add wall turrets small angle to rotate their barrels, so they can shoot player not only when player is directly in front of them).

(2 edits)

Day 15

Since wall turrets can't do pretty much anything to player when player is out of their reach, I've decided to give them possibility to rotate barrel to some extent to target players.


I've also did some experiments with some other enemy types, but nothing ready to be shown yet.

Day 16

Decided to improve wall chargers - enemies that stick to walls, and charge forward when player is in their line of sight (if you played Blaster Master, you've seen such enemies). Now they can change direction they are facing.


Tomorrow I will try to change another pretty boring enemy time - walking shooter (enemy that, well, walks and shoots when they can).

(1 edit)

Day 17

Reworked walking turret enemy - now they randomly move around and shoot projectile fans.


Also, discovered something new about Unity and quaternions. Apparently, sometimes when you use Quaternion.RotateTowards method, it may produce result with reversed values, so when your target rotation is (0, 0, x, y), you might get (0, 0, -x, -y) instead. Which screwed up some of my comparison logic, producing few funny results. This was fixed by replacing direct quaternion comparison with angle tolerance check.


So far, those are all enemy reworks I wanted to introduce. Tomorrow I guess I will just start moving through my backlog, like, implementing actual victory condition.