Archive for December 2016

Weekly progress post #45: Drill beetles!

In today’s stream I finished a new trap/hazard, added a new enemy, started working on a new area and drew some new tilesets. Also worked a bit on the space portion of the map, along with implementing some new powerup functionality and fixing a couple bugs. I’m pretty happy with the progress tonight, to be honest, even though it initially felt like I had accomplished relatively little. Still lots to do, of course, but the fact that I’m now actually “surrounding” the various space stations is making everything feel way more ‘final’ in manageable, it’s sweet!

Weekly progress post #44: New powerup and lotsa tweaks

Today I started of kinda slow due to not feeling too well; however, the pace kinda picked up over time and I ended up implementing some nice little things. Among these were 1 new room, adjusting several others, fixing many bugs, scrapping an old powerup and implementing another, decorating some areas and discussing about certain design things with the chat. The reaper enemies shown here were made earlier, though.

There are multiple large things looming in the future that I’ll have to re-implement; this’ll be fairly annoying but the results will hopefully be worth it! Biggest of these is reverting the collision code back to what it originally was – I already re-implemented it once to allow for better moving platforms, but now that my knowledge of lua is better I can return to the old, simpler system and handle the moving platforms via lua code. As a result, several other things will become easier to implement while the moving platforms will hopefully end up being way less buggy!

Salvage Star!

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So, Ludum Dare #37 came and went; the theme, One room, didn’t inspire me much and at first I didn’t think I’d finish anything this time around; however, eventually I just decided to ignore the theme altogether and make an idea that came to my mind after reading about the release of The Last Guardian and discussion about the upcoming The Legend of Zelda: Breath of the Wild. I streamed the whole development process, which was pretty interesting! The result isn’t quite as polished as I’d have hoped, but it gave me new opportunities to add to my knowledge on how to implement moving platforms, and I feel I learned some stuff that could come in handy with, say, the Snake Game. Unfortunately this also means that I’d kinda like to continue this project!!

Anyway! The game’s very difficult but hopefully feels interesting nonetheless! I didn’t have time to add proper sounds and, since I don’t want to be a jerk anymore, left the entry like that.

Salvage Star on Ludum Dare

Post-compo version

(The post-compo version has various bugfixes and some more sounds. Maybe slightly easier?)

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Weekly progress post #43: traps and scary ghosts!

A fairly productive stream, yay! I added two new rooms, an important mechanic for the ruins area, two new traps (or one trap and one map feature that behaves similarly), and a new enemy. Also some decorative tiles, woo!! I’ll have to up my room design game a bit soon because I’ve been working on the ruins area for several weeks now; the good thing is, though, that I think I’m really starting to get a good feel to the area! The next area to work on will be very very different and located kind of awkwardly, so I’ll have to do some plans regarding that before tackling it.

I was informed by ZenSoturi in the stream chat about the upcoming Ludum Dare! Despite my earlier regrets, I feel like it might be fun to join this time around. However, whether I’ll actually join or not remains to be seen.

Two small winter doodles

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Took some time to doodle after talking about cold, snowy winter scenery with my girlfriend; it was good fun and resulted in two little scenes I liked. Also resulted in me using coloured pencils for the first (or at least nearly the first) time in years! I should doodle more(?)

Weekly progress post #42: Charge shot!

I felt like I got a good amount of things done tonight, although in truth the total amount of added content wasn’t that high. Highlights include finally adding a flood fill tool for the level editor while also cleaning up the code somewhat, as well as finally implementing a proper projectile for this game’s equivalent of the charge shot. It’ll need finetuning, but the basis I have now is fairly promising. Also I’m very happy with those crackling electricity things shown in the gif!