XaiJu
slynyrd
slynyrd

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Devlog - 13

Another week of gleeful gamedev going on here. I completed the assets for the Meat Man enemy and we have the basic implementation with patrol, pathfinding, and attack behaviors. We'll tune things up later when we get more into the level design. New additions to the sprite are idle animations and a death animation. I had a surprising amount of fun making the death animation. Sorry for the bloody mess, but I want to lean into the gore factor and make killing things ultra satisfying with unique graphic deaths for every enemy. It's stylized pixel art, but I'm sure we'll have to censor for certain markets.  

Started working on a new enemy concept, Devil Claw. This spider like creature will have quick erratic movements and spawn out hordes of baby claws. I want to keep the shadows simple in the game, but a single oval doesn't work so great for something with long slender appendages like this. So, I added animated shadows to the legs. It could still use a little tuning, but I don't want the shadows to be too detailed, as every sprite will demand the same treatment. I want to stick to simple shapes and solid color.

Also, been doing a lot of brainstorming on more specifics of the game design, as I don't want to design random enemy concepts in a vacuum. The designs feel much more meaningful if I coordinate them along with the story and level design. Furthermore, I've started creating a spreadsheet to organize the design elements. You know you are doing real gamedev when the spreadsheets bust out. It may seem tedious at first, especially for a visual feeler like me, but detailed documentation will vastly improve efficiency and overall quality of life. Gotta stay organized!

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