Now the deck looks like it’s made of cards rather than being one giant block of doom. I’ve also been re-structuring the code for readability because I’m starting to trip myself with all of the game logic…
Now the deck looks like it’s made of cards rather than being one giant block of doom. I’ve also been re-structuring the code for readability because I’m starting to trip myself with all of the game logic…
I realized that I had never added Pluto in despite me saying I did so I went ahead and properly added it. Pluto is unique because its barycentre exists outside of its surface due to its main moon Charon, additionally the two are tidally locked to each other!
I additionally patched up some minor bugs here and their that might affect user experience.
Set up the most basic systems, including a round system, a random item system, a barebones hud, a damage system, and a status effect system.
So far one misc and one ranged item, those being Wolf Rayet and Chlorine Canister respectfully.
Lifeburn is currently the only status effect in the game, which wears down your max health at varying rates depending on its level. So far it is only applied by Wolf Rayet at level 3 for a infinite duration.
Fun Fact!!! Wolf Rayet is a classification of stars that have shed their outer hydrogen layer to expose a much hotter and brighter helium layer. So using the item Wolf Rayet sheds your avatar to reveal a burning hot inner layer!
Created a game icon! The game will have themes of explosives and employment since the game revolves around you working at a explosives manufacturing facility.
Completely overhauled how this game manages the player’s data.
The new system is designed to read the player’s previous data before writing in the player’s new data using UpdateAsync(). Additionally any changes that occur during gameplay are recorded separately.
When either the client or server needs access to the data, the old data and all the changes and “Stitched” together so that you get the most recent data the player has.
Since data is not exactly something I can screenshot or record, I made this flowchart that shows the components of the data system.
Optimized game to run on static coding via –!strict type-checking
Started the round system, with emphasis on bot logic
So far bots will choose between playing a card or drawing a card depending on their perceived risk. If they choose to play a card they will decide between playing offensively or defensively based on a “Aggression” stat they are given at the start of the round.
Players can take but cannot play just yet. So far there are 4 cards, with only the shuffle card being actually usable.
Also made these badge icon templates which change depending on the difficulty (Left to right = easiest to hardest)
Update 1.0.4.4
Additions:
Fixes / Changes:
I thank those who have found bugs which has made it easier to make the game easier for newer players to understand
Created a idle animation for Pibble that currently occurs when you stand still, it’s at 8 FPS to emphasize the line boiling effect!
Additionally I’ve re-organized the sprite sheet so that each action takes up a separate row rather than me squishing everything together. This was entirely for the purpose of convenience for whenever I decide to update or edit the animations
Created the base menu, it takes inspiration from another game I saw called Boinkz and also an effect I saw the Larping Tombstone (yes I just typed that…) use.
Because of device safe area insets on mobile I put the background in it’s own separate UI holder that had insets disabled. However, in order the make sure the opening effect lined up with the menu button I had to learn about Rect values.
Lobby has not changed significantly.
Since I used a video instead of a screenshot, you can now see the main server sign in the back loop through round data and the randomly generated hooks move along the ceiling conveyor!
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!
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)
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
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.
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.
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.