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Devlog - 43

Getting in the gamedev groove. Basic player movement, and shooting mechanics have been implemented, along with a generic enemy and explosions. After further analysis, we've ditched the shoulder button strafing for a Cave style scheme, where movement with regular shot is quite a bit faster than the slowed down movement when using the beam. This achieves the same fundamental concept of shifting speed, but with greater precision of control and more intuitive input. Hey, I tried to think of something new but it's already outdated in the face of superior existing design. Good reminder to not try to push design just for the sake of uniqueness. Copy from the best existing model, then go from there. Furthermore, our wide screen format for a vertical scroller is still a unique factor, and has me a bit nervous tbh. To compensate for the wide screen, movement is irregular with faster x movement. So far, movement feels good, and there's plenty of space on screen to get creative with bullet patterns.

I've added side options to the God Lance that add extra side and front bullets. This will beef up the standard rapid shot, and improve the visual foot print of your ship. When firing the beam the options will spin around your ship. Speaking of the beam, we also changed that so it immediately starts firing and slowly gets bigger and stronger the longer you hold it down, rather than having to charge it up before firing. The charge and release method would be too ponderous for the density of action we're after.

Made some revisions to the color scheme and added some new tiles to the night version of the cloudscape. Improving and adding new enemy units. Also, slapping down some level design ideas for the overall sequencing in addition to the bullet and flight patterns. Starting to feel like a game!      

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Comments

dope!

Joel Tinley


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