DEVLOG 16
It’s ready… pretty much…
THE SOUND OF MUSIC
MORE SPRITES RAAAGHHHH
Sprites and stuff
harry potter or something
But wait, there’s more…
I added two new enemy types:
– Tank: Takes more hits to kill, does more damage, collides with the player (forcing the player to either jump over them or risk HP killing them for big bonuses). Encountered at 500m.
– Shooter: Slightly more health than a base zombie, and rapidly shoots fast projectiles for the same damage. Sounds annoying, but encountered at 1000m, by which point the player should be either strong enough to facetank it, one-shot it, or attack it from afar with abilities. You can parry the bullets, but it’s very hard. Perhaps it could be extra rewarding.
I think this is going to be all the enemies I’m adding in this version, the reason being that I want there to be an end goal (2000m distance) without getting too complex.
– The enemies will get higher health and damage as the player travels further, but that will be it.
The game is designed around punishing carelessness as well as awarding deliberate decision-making. In an earlier devlog, I mentioned that all obstacles and enemies will be the same each run (for each player). In this sense, the player improves in skill at the same time that they buy upgrades; two improvements per mistake.
These are still not the actual sprites… As soon as the gameplay and UI are done, it’s going to be a cramming session of drawing. I just figured out how to use Lapse so maybe you can find my work there. Hint: I posted a video already :)
Stay tuned for more…
The gameplay loop is being further developed… there’s upgrades now! In an earlier devlog, I mentioned that there was a mechanic called REVENGE which drained your blood for a strong, temporary boost. In contrast, UPGRADES are an alternative that gives you small, permanent boosts, but sets you back to the starting position. The point is to choose which path fits your style!
I also added a main menu, but the background is coming soon. As a reminder, everything art and music related will be human-made, without AI.
If you have any feedback, let me know!
Stick around for future updates :)
In an earlier devlog, I mentioned that I wanted “BLOOD” to simultaneously act as currency, health, and possibly ability points. I also wanted peak blood to play a role as not just a leaderboard stat, but as something important to gameplay. With that in mind, I drafted the following systems: REBIRTH and REVENGE.
REBIRTH: When your BLOOD reaches 0, or you end the run early (preserving blood and peak blood) to buy upgrades. Upgrades cost both BLOOD and PEAK BLOOD, so you can either continue using blood to keep the run going (acting as a larger health and ability pool, and having a chance to get blood / peak blood even higher), or end it earlier to spend it on upgrades.
REVENGE: Available upon DEATH. Requires PEAK BLOOD to be greater than 100. Continue the run by setting your BLOOD to PEAK BLOOD. BLOOD and PEAK BLOOD will drain to 100 in 30 seconds, but the duration is extended or lowered from BLOOD gain and loss. In exchange, the player has enhanced stats for the duration of REVENGE.
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In this sense, the player is forced to gamble their resources at all times, at stake to skill but unbeknownst of future obstacles. I believe this will make for a very engaging gameplay loop, but playtesting needs to be done to ensure it’s not frustrating or too punishing. However, I don’t know of any loops similar to this. If it’s the first, I am very excited for it.
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For Devlog 9, I added buttons that appear on death for REBIRTH and REVENGE, where the former will reset the map and revenge will keep the game going. I also implemented tooltips with these buttons for more in-depth explanation when necessary. However, I recognize that this can eventually make the game text-heavy, so an in-game tutorial will be in the works.
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And of course, these buttons will have custom assets! As a reminder, although some code is AI-generated, ALL OF THE ARTWORK, SPRITES, 3D MODELS, AND MUSIC ARE AND WILL BE COMPLETELY HUMANMADE.
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Stick around for future updates :)
DEVLOG 8
There is DANGER…
DEVLOG 7
DEVLOG 6
Since this is supposed to be a side scroller, the lose condition is a horde of enemies that comes in from the left side and drains the player’s health. I did a lot of experimenting and reading documentation with Unity’s Mathf class, using it for things like exponential health drain (Pow, FloorToInt, Clamp). In the video is a placeholder sprite… but you can totally see the terror of the monsters… right?
DEVLOG 5
I added a mechanic that acts as both health and currency: blood. The idea is that killing enemies gives blood, getting hit loses blood, and saving blood can be used for upgrades. Balancing it this way will require a lot of thinking about game theory, but hopefully it’ll make gameplay more risk-intense while still being engaging and rewarding. I designed this UI block based on old Flash games and I’m going to try to lean toward that aesthetic.
DEVLOG 4
Another main mechanic: attacking, and enemies that can die. After a few more critical mechanics are added, such as player health and enemy behaviors, I’ll finally be able to make this more unique.
DEVLOG 3
REAL SPRITES!! Kind of… I drew out a bunch of prototype sprites on Clip Studio Paint and used an online website to generate a sprite sheet. Afterward, I sliced that sprite sheet into individual frames that could be selected in groups for each animation. Then, I had to use an Animation Controller to control when each animations played under certain conditions. I think I’ve said it in another devlog, but it’s way harder than it looks for the first time around. I have years of experience in Scratch but this is the complexity that comes with professional tools (Unity). Also, if you’re curious, I attached reference art for the character; lore coming soon? (It might relate to future gameplay mechanics…)
DEVLOG 2
I added jumping, but it took way longer than I thought. The plan was to make this high-action, so a simple up and down jump, like in many traditional platformers, would’ve been “restrictive” by putting the player a predefined amount of time in the air. Instead, I implemented variable jumping, where if you release the jump button early, you fall earlier. I drew inspiration from Hollow Knight (a metroidvania), but this was popularized by Super Mario Bros.
Next on my priority list would either be coyote time (giving the player a small window to jump when off the platform) or working on attack hitboxes for the main gameplay loop.
I’ll add actual sprites soon!! I have some concept art, they just need to be animation-ready and blend into the game.
DEVLOG 1
My first proof-of-concept for this game: horizontal movement. It doesn’t look like much for an hour of work, but it turns out Unity can be very hard to learn…
But anyways, it exists and that means it can continue to improve.
I’ll also explain why the game is called ‘unwanted traffic’ in a future devlog. The player character does have a backstory.
The opinions of our customers are very important. Especially if it includes raw, unfiltered rage. You are now able to give feedback through the Github Issues page.
made an openable and closable app icon