XaiJu
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Devlog - 56

Gamedev in progress. Here's a peek at some of the happenings from this past week.

-New massive explosion animation. 15 frames for the explosion. 2 shrapnel variants with 8 frames each. The shrapnels will be randomized, so every explosion feels a little different. Lots of labour involved, but it's a critical element of shmups that the explosions are satisfying, as you'll be seeing a lot of them. I plan to make at least one more explosion variant, so we'll have small, mid, and large versions, that can be layered and combined for a good variety of intense destruction.

-WIP of our blood pickup system, and minimal UI. The ship acts a meter itself. When full, a bomb attack can be used. If partially filled, a special attack will be unleashed relative to the blood amount. After much brainstorming, we feel this will be more intuitive than glancing a meter somewhere on the edge of the screen. Also, minimizing the Ui give us more pixel perfect screen area to better suit all display sizes, opposed to having gray bars to accommodate the HUD.

-Ink concept sketch of canyon environment. Some kind of mysterious energy production going on in these rocks.

Found another method to gif videos, so I can continue bringing you small snippets of gameplay features. Just note that quality and framerate is compromised from the actual source in a gif. The game surely runs at 60fps.

Well, back to work! 

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