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I know this is a big devlog hour wise but for the most part the only thing I was doing was creating a layout for the main lobby. Since the game is about avoiding bombs the starting area is a bomb facility.
The screens at the front are intended to show information about the server (Version #, how long it’s been running, how full it is) and the progress of the current round (How many people are still alive, how many cards are left)
I’ve also added a conveyor belt on the ceiling with claws that move along it, occasionally carrying explosives, going into the conveyor belt holes will lead you to a secret place (I haven’t put anything there yet…)
Finally I put in some medium sized decor, such as ceiling fans, HVAC pipes, and large flood-lights and ta da!
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Updated the main menu significantly. I’ve started making a UI theme which is what the buttons use, alongside updating the logo to use a newer more cleaner version than what was there before. Although minor I updated the infinite scrolling texture to use exported variables which means it’s not longer hard-coded (yay now I can make any sprite scroll at whatever speed/direction I want!). Moved things around and threw in some particles in the back and ta da here we are.
In the empty space I plan to add a big interactable Pibble! (You’ll be able to wash his belly)
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Made a trailer for this game! I’ve also updated the game to handle newer more unexperienced players more easily (mostly trough added more signage around the lobby)
Additionally added a new tower alongside reworking some older UIs
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AURA!
That will be the main mechanic of Pibble Rush, therefore I added a keybind to utilize aura (right click or “O”). The dash trail now only appears when dashing while using aura, any action done with aura will be stronger than it’s non-aura counterpart.
Aura has a limit though, if you use up all your aura you have an “aura burnout” which prevents you from utilizing aura for a certain amount of time.
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Added directional dashing to Pibble! I used some inspiration from Celeste for its concept.
There was a bug that allowed you to dash infinitely in air and would also stack velocities which made you REALLY fast. I fixed this by making it so that you can dash only once in air and having the ground recharge your usage (also inspired from Celeste!).
Additionally I’ve put my movement functions on their own because before every single bit of the math and checks were done in one really big physics loop which I did not like.
Next I intend to patch up the trail effect so that it matches the main sprite and its direction too.
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As per some feedback I tried to increase the turn rate to make the movement feel more responsive, I’ve also added a input for attacking.