ChronoAnchor
- 9 Devlogs
- 23 Total hours
Revert the hands of fate in this roguelite where you can save your state
Revert the hands of fate in this roguelite where you can save your state
Dev Log #9
The Gun Equipment fully works! It features a basic penetrating attack, a heavy knockback dash attack, and a heavy attack that uses custom bullets dropped from enemies, including an exploding, freezing, and plasma bullet!
Tomorrow I have to fix a few issues I found with screen shake and hitstop.
Dev Log #8
I just came back from a one-week break; I didn’t have much time to work on it, but during that time:
I added the final of three main weapons, the “Gun,” which has a penetrating laser basic attack, a heavy knockback dash attack, and a heavy attack that lets you use special bullets dropped by enemies (currently only exploding bullets work; however, there are more to come).
I also added screen shake, added tilemaps, added input buffering, added a small yellow tint when rewinding, and fixed many glitches that combos previously had.
Dev Log #7
Now the “Gloves” weapon can grab opponents, use them as meat shields, and toss them. Alongside some small QOL changes, such as screen shake and input buffering.
Dev Log #6
I added knockback and some small balance changes. The main thing I did was add a new weapon, “Fists,” which can do a 3-hit combo, can do a light jab, and can grab the enemy and use them as meat shields or hit them for combo potential (grabbing is still WIP especially since the IDE is fighting me back)
Dev Log #5
I made a long-range enemy who will move away if you get too close, and you can parry his projectiles alongside a basic wall. Though I had GoDot crash on me when trying to get areas to work, like 2-3 times, and it kept losing me progress and I just realize that maybe when my projectile is an area, I have to detect areas (I SPENT WAY TOO LONG FIGURING THAT OUT TRYING TO DETECT BODIES AND GET NOTHING)
Dev Log #4
After making the basic enemy attack, I struggled a lot figuring out soft collisions. I wanted to figure out a method that could make it so it was easy to scale and modify while also being semi-automatic, so just writing a few lines would generate this soft collision. I ended up using collision + vectors in cohesion with an external script. I also began working on a long-range attacker + a parry/deflect mechanic!
Made a Save State Mechanic
So, here’s how it works: you can place a Save State anytime by pressing Q; then you can press E to go back to the save state and rewind your health, dash, and position to when you placed the save state! This is a look at the heavy, basic, and light attacks alongside the dashing and save state mechanic work in-game (ignore the art and red/blue areas; they are just placeholders for debugging)!
First Weapon Pretty Much Finished!
Contains a basic attack, dash attack, heavy attack, combos, aiming, windups, cancelling windups, hitstop and more.
Next step: Possible Special Attacks (still unsure) and the main mechanic: Save States!
Just started the basic mechanics!