Posts

Second Boss

Image
 The second boss is now finished. It's probably a bit unbalanced but we'll see. Since 6 levels are now complete, I'll have the beta testers take a look. And no, it's not a Borg cube.  

Final Boss and Cheats

 Bit early perhaps since there isn't even a mission for it yet, but I had an idea for the final boss fight, so I started working on that. The music track for the fight is pretty awesome, too (Leonard again :) ). Also spent the evening implementing cheat codes. Mostly for beta testing, but I'll probably leave them in. I'm especially happy with the input window. Cheat codes have gone pretty much out of fashion these days, but they were quite common back in the day. There were cheats for Shadow Wraith as well. So far there are 5 cheats and one to undo all cheats. If a player used a cheat, this will be marked in their saved games. Oh yes, the boss I mentioned two posts ago? Done.

New Player Ship

Image
 Decided to change the player graphic. It was a pre-made model and I was told it wasn't easy to tell front from back. Changed it to something new. It's even animated. Kinda like the idea of different player ships. Maybe next game.

Another Boss In The Works

Image
 This is the design for another boss. Not certain if it's gonna be the second boss tho. Behavior is not 100% finished, but it's mostly working.

Dragon is working

 Okay... so this nearly drove me crazy. The walls of the levels are made with tilemaps. I have, for example, a bullet that is of type Area2D and when that bullet registers a collision with the wall/tilemap, it deletes itself. Simple. I used exactly the same way to detect a collision with a probe object that would tell the Dragon if there is something in the way or not. Basically, the dragon randomly chooses a set of coordinates to jump to and spawns a probe object at those coordinates. If the object collides with something, it sends a signal to the Dragon and suicides, then the Dragon tries again. If no signal is received, the Dragon goes ahead and jumps. However, whatever I did, the probe would not register any collisions with the tilemap. How can it be that if you do something, it works, but if you do it again, it doesn't? I checked the settings, they were the same. Collision mask, code, everything. What eventually made it work was to tell the tileset to handle collisions as if i...

The Final Enemy

Image
 dR46o11.io.exec "Dragon" is the final enemy I'll add to the game. This guy is able to teleport around. He's not entirely finished yet, as he still tends to teleport into walls. Currently working on preventing him from doing that. Also started working on the next boss. Not entirely sure wether this will be the second boss or a later one, but he's coming along fine nontheless.

New Enemy: the Creeper

 Finished a new enemy in today's stream: the Creeper. This guy moves ("creeps") along a wall and fires a constant laser beam. It's more of a mix between an enemy and an obstacle. Currently thinking if I create maybe a stationary turret version of it that fires a more conventional weapon, maybe plasma bolts or something. Not sure yet, we'll see. Have to admit, creating this one was a bit annoying. Normally the enemies constantly do a raycast at the player to know where the player's ship is and when it's close enough to attack. Creeper does so, too, but it kept switching between aggro and not aggro because in like 90% of cases the raycast hit the wall instead of the player. Quite obvious in the end. Unless otherwise specified, the raycast starts at the caster's origin. Not going to work well if the origin is within a wall. Still surprised some of them came through. Also had the issue that I check the Creeper's orientation to know in which directions ...