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Today I made some advances with the Fire Hazard during the stream. I implemented it into the Uncle Knuckle projectile attacks so the projectile leaves a trail of fire hazards behind it :)

I like the trail idea so much I decided to make a powerup out of it. So I changed the way the firehazard works to not affect health actors of the same color of it, made a method to tint it to the player's color and made it so if you have this powerup you'll constantly spawn a trail of fire hazard behind yourself that will affect players of other colors.

I've been meaning to do powerups that affect the weapons for a while, so I finally added a system into my powerup system to do just that :) The weapons on their shoot method look for powerups currently in use by the player with the shooter ID and hook into that powerup, whenever it goes harmless again or changes color the powerup gets unhooked and the weapon goes back to normal. I have used that to also add a trail of fire to the fists thrown by the player with that powerup.

This opens a lot of cool powerup possibilities that enhance fist functionalities :D I also hooked up some events like Hit wall and Hit other fist into the powerup so I can make use of those in powerups as well… Possibly a fist that explodes in AoE damage when hitting walls?

Another thing I did a while ago but haven't showed you guys is the new singleplayer game over screen xD I also added a little glitch effect in it, I think it looks so cool :D

Actually, I said I was going to write a longer post about a new Rocket Fist thing and then I never did… Well, that thing is the Singleplayer D: I know what I said before, but… this time it's different, I swear! I believe my mistake before was that the singleplayer was going so far away from the multiplayer, a lot of the time you didn't even have a Rocket Fist with you, the enemies were so different and honestly, boring. A lot of it was running around empty rooms backtracking, the whole thing was a disaster.

So I made a little prototype of this new singleplayer idea, it's way simpler and plays pretty much exactly like the multiplayer does, I'm even reusing the multiplayer AI for it :) Pretty much you go from arena to arena fighting a team of enemies that are against you, they also use Rocket Fists (I might make some special ones that use other things as well) so there are always weapons around. When you clear the room a trapdoor opens to the next arena, and you fight your way down different sectors of this building. Each sector has a boss you need to defeat to unlock the next sector. I think it can be actually pretty fun :D

Now I need to make new enemy art, looking back at the old ones… I don't like any of them :/ Well, that's it for today, this was a long post D: