Abilities Tester Video
Nothing playable just yet, as flight so overpowered it gives access to areas of the level I don't want anyone near right now. Also I want to polish a few more rough edges and crash causing bugs before I make it playable as well as add a half decent tutorial sign. I'll probably take the player through ALL the abilities as part of the starting tutorial.
It was mentioned yesterday about autofire. You don't have to use it. You tap X to lock on and now as long as you still have a target he will stay locked on until you have got about 2-3 seconds without one before putting the gun away again. Yes, you can just blaze away at everything anyway, but the number of misses you will get due to recoil and loss of damage for not getting perfect critical hits will cost you in the long term.
So work plan for tomorrow. Clean up the ability code a bit, prep the new stage area and try and get the player in it with a couple of new enemies spawning. Perhaps lay some of the ground work for timed hits, although it's getting harder and harder to work with the guns since there designs are still subject to change.
Showing posts with label Alpha. Show all posts
Showing posts with label Alpha. Show all posts
Tuesday, December 29, 2009
Monday, December 28, 2009
New Battle Alpha Version
A new version of the Prototype
The final iteration of the combat controls. I'm pretty settled with the setup I have, although rolling needs some tweaking, as the player needs a little more control over where it ends, or you roll into enemies way too much.
You can roll/backflip/shoot any time. There are a few small animation bugs and damage can occasionally make the character misbehave. The new meter in the top left that increases when you shoot is basically a special attack meter. You hold down to charge it up and unleash a special attack which does crazy awesome stuff. Right now only the basic Nuke move is done (does massive damage to all nearby enemies) with a simple effect.
Tomorrow I'm going to work on adding Flight and Boost/Vampire to the specials and tweak out roll a bit so the player can adjust momentum within reason. Which when finished should cover all the complexities of the combat/movement part of the game. The new level should be preped enough that the next alpha version can be there rather than the temple, which I'm getting a little bored of myself. I don't want to make that leap until the new enemies (Basically ones that attack you to do damage rather than being damage on touch) are ready.
Also, yes, I was back to work yesterday. But I found out a friend had been in a car accident over christmas and it kinda knocked me for six when it came to focusing on development. So I didn't really achieve anything notable to post about.
The final iteration of the combat controls. I'm pretty settled with the setup I have, although rolling needs some tweaking, as the player needs a little more control over where it ends, or you roll into enemies way too much.
You can roll/backflip/shoot any time. There are a few small animation bugs and damage can occasionally make the character misbehave. The new meter in the top left that increases when you shoot is basically a special attack meter. You hold down to charge it up and unleash a special attack which does crazy awesome stuff. Right now only the basic Nuke move is done (does massive damage to all nearby enemies) with a simple effect.
Tomorrow I'm going to work on adding Flight and Boost/Vampire to the specials and tweak out roll a bit so the player can adjust momentum within reason. Which when finished should cover all the complexities of the combat/movement part of the game. The new level should be preped enough that the next alpha version can be there rather than the temple, which I'm getting a little bored of myself. I don't want to make that leap until the new enemies (Basically ones that attack you to do damage rather than being damage on touch) are ready.
Also, yes, I was back to work yesterday. But I found out a friend had been in a car accident over christmas and it kinda knocked me for six when it came to focusing on development. So I didn't really achieve anything notable to post about.
Monday, November 30, 2009
Gather Up

Alpha : Play Here
Concept: An Adventure game played backwards. The player starts out awesome and godlike defeats the final boss then slowly gives up their abilities working their way back towards the inciting incident that started the game.
Gameplay: Guns + RPG + Zelda + Collecting. The player runs around dungeons and areas killing monsters and collecting goodies from them to upgrade their weapons, progress further and advance the story. The main chunk of the game consists of a core main multipath dungeon with branching mini themed sub levels that need to be complete to progress.
Story: Years before the events of Level Up, Elizabeth Sable psychotic killer stalks the world attempting to eliminate every living soul who has 'Deity Syndrome' a unique condition that prevents people from ageing past their mid twenties and marks people as being chosen by god. A lone boy sets out to save a single girl from her fate to die at the killers hands. He might save the world and meet god too, you never know with these things.
Screenshots:



Progress so far (stats are subject to change):
Engine/Core System - 70% complete
Guns :- 1/6
Areas :- 1/7
Story Events:- 2/??
RPG Systems - 0/3
Bosses - 0/4
Enemies - 3/28
Currently in Progress:
Extra Guns.
Karma for core system.
Starting area.
Enhanced dodging for core system.
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