Added a skull enemy and it turned out pretty unnerving
It’s a keeper
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@oakleaff
Added a skull enemy and it turned out pretty unnerving
It’s a keeper
Added weapon and enemy stat systems, so now I can pretty easily define different guns and monsters. Enemies also make use of the weapon stat system, so I can give them any guns. Currently the enemies use the same weapons as the player, so they can be a bit overpowered at times. Also chests to loot.
Couldn't resist resurrecting this project with new engine tech. Spent the whole day creating the lighting system, and gotta say I'm pretty happy. "Dynamic" per-pixel lighting with normal/specular mapping and stylized dithering. Runs ok, considering it supports up to 15 simultaneous light sources at the same time.
>>>>>!!!!DEMO IS OUT!!!!<<<<<<
https://oakleaff.itch.io/blastion
A playable demo has been released. You can try it out, although there isn’t that much content. If you do play it, I’d appreciate some feedback (about how it runs, mostly), either on the Itch page or here.
Reblogging in case someone missed the last one :^)
>>>>>!!!!DEMO IS OUT!!!!<<<<<<
https://oakleaff.itch.io/blastion
A playable demo has been released. You can try it out, although there isn’t that much content. If you do play it, I’d appreciate some feedback (about how it runs, mostly), either on the Itch page or here.
Added a new enemy, a grabby hand dude. The hand acts also as a shield to make them harder to kill. I’ll probably make the hand do low steady damage in addition to disabling the player.
Implemented death stat screen as well, currently showing player level, enemies killed and so on.
The game is nearing a state where I’m considering releasing a (tech) demo, mostly to see how the game performs on different systems. Maybe tomorrow...?
Continuing games now works as it should. The game is saved automatically when descending into a new level, and dying wipes the save file. If there is a continue-able game, the menu has a “continue game” option.
Another feature I’ve been planning and finally added is the TOMBSTONE. When the player dies, the current floor number and seed are stored along with the player’s death position. When you enter the same floor in a new game, the level is built from the seed loaded from the dead file, and a tombstone is placed in the level. Might as well make the player spew some of their inventory or weapons as pickups near the tombstone.
Menu system is now GO. Options, highscores and credits naturally do shit right now, but the basics are there.
Saving & loading is also barely working. I haven’t added a check to see if the save file is valid (eg, player hasn’t died) so it’s possible to load the game with 0 HP, resulting in what you see in the vid.
Another video for showing off.
The spider enemies now walk on the ceiling and drop down on an unsuspecting player. “Poison” status effect is in, and spider bites will poison the player (purple flashing). The levels can have water in them, complete with water particles, and falling down a chasm also kills the player.
Been busy with actual work, so haven’t really devved in a while. A little bit of progress has, however, been made. The game now has a functional loop, complete with a rudimentary main menu and level progression. I suspect I’m starting to get VRAM issues with the game, since if I try to record the level generation with OBS, the level gen (which relies on surfaces) fails almost always. When not recording, it works as it should.
“Let’s just climb on these torches to escape that abomination of a spider and then dodge roll into the sunset”
Spent the entire day hunting down a stupid bug with the level gen, so RIP progress for the day.
In the meantime I noticed you can jump on the torches. Naturally the torches now set you on fire.
Juicemaxed the game, yet again. Level entrances and exits now have eerie green torches, and made a basic “cutscene” system as well (!).
I can rudimentarily control player and camera movement, for example, when exiting the level to get a sequence like in the vid. Still lot of bugs to fix and things to adjust, but the basics are there.
Also, the game “loop” is now functional, meaning I can actually find the level exit and proceed to the next floor while stuff like exp, gold and items stay the same. (Mermory is leaking with the level gen, though...)
Again, instead of properly implementing some existing half-assed system (like the player inventory or item spawning), I added a bunch of other, half-complete features.
Breakable boxes and open-able chests (obligatory mimic enemy incoming)
Closing doors/grates in level start area
Enemies have a “stun” sprite, and leave behind a pile of bones for future features (resurrecting dead enemies???)
Map is now revealed with a map item
Also tweaked camera collisions, torches and pillars no longer affect camera movement.
Level exit placement now working. Next up, sorting item spawners based on distance to level entrance and exit. Player inventory also more functional, and armor bonuses are in. Trying out a different level colour as well, the teal was getting boring.
Again, instead of properly implementing some existing half-assed system (like the player inventory or item spawning), I added a bunch of other, half-complete features.
Breakable boxes and open-able chests (obligatory mimic enemy incoming)
Closing doors/grates in level start area
Enemies have a “stun” sprite, and leave behind a pile of bones for future features (resurrecting dead enemies???)
Map is now revealed with a map item
Also tweaked camera collisions, torches and pillars no longer affect camera movement.
made a comfy starting area for the levels also made the map get revealed as you explore, so I can have a map item that shows the entire level, zelda-style. maybe a compass to show chest locations once I make chests
Smol progress.
Enemies now have functional pathfinding & several movement states: they can just wander around randomly, patrol an area, try to chase the player, evade the player, position themselves so that they can shoot the player or seek other enemies.
Added a few collectibles/drops (keys and coins, just cosmetic at the moment) and two new guns (one is in the webm). Also a bunch of engine stuff, like streamlining the level generation and separating level collisions from lighting collisions (the grates for example have separate colliders, one box-shaped for character collisions and another with four “bars” so light can bleed through it. In theory. Just to see if I could.)
Other, smaller additions include:
Critical hits for x2 dmg
Hud info prompt (press e to open, etc)
More level textures
Pillars no longer individual instances