Looks great man.
Really excited to see more.
awesome cake, good to see youre still making stuff. love the tech, and the art looks great, that matwek guy is good! Whats the structure of the game? is it a series of boss fights against these tentacle bastards, connected by platforming sections?
Thank you probo <3. Yeah, matwek's a pretty amazing artist, glad I got to work with him.
The structure of the game is basically you, the player, having to hunt four giant bosses who roam about in an open-world city divided by districts, killing flocks of smaller enemies(like the ones in the gifs) on your way and exterminating breeding grounds which sometimes slowly start taking over maps.
This is probably the shortest way to explain it :p.
For the demo however, which is the current goal I'm working towards, I only plan to have one district(which is finished geometry-wise), one boss(no giant), no npc use, just introduction and continuous spawning of enemies and such.
Happy to see this thread is still alive! The monster looks great
I would lie if I say I am not envious working on such a cool project
I scrolled through Matwek's art, this is gonna be really nice. I will be following the project eagerly
hehe, thank you
I'm really glad you like the project
(I'm too tired right now to write another devlog entry specifically for pixelation,so I'll just paste the tig one right here)Update 19:
I've once again added a ton of stuff, so I'm just gonna go over everything quickly :p
To start off, I've added lots of details to combat to make it feel more satisfying. It's one of the most important parts of the game, after all. To summarize:
-Screenshake, obviously. Pretty much everything has slight screenshake now
-Small pause whenever you hit an enemy, which I've masterfully coded by running an empty for-loop 10^100000 times or something
-If you hit an enemy whilst being in close range, you get knocked back a bit
-The monster gets knocked back a bit
-A slash line kind of effect, inspired by katana zero
All of this added up actually makes the fights way more fun than they were before, you can see the combat in play in the gifs to come.
Second batch of changes is that I've added a bit more movement options.
Basically, it's now possible to go over your standard max running speed by grappling yourself forward with your sword. If you do so, you keep running a bit faster for a small period of time. Using slopes whilst going over the walking speed limit also allows you to jump off slopes, which makes for some very fun movement:
I've also added a bit of knockback to the sword throw and slash, which can now function as a jump boost or slight double jump(in one of the battle gifs, you actually see me using my sword to jump higher in the air so I could hit the enemy)
Then, the final changes:
Matwek's been busy and has created almost all modular parts for the behemoth, meaning the darn thing is almost ready for the demo
Here are some combinations of head and body genes showcased:Acid plus chargeLaser plus spikedCalling+teleporting
Also, I forgot to mention that there's health, grappling energy and dying now.
This wasn't all though, because I've also added something entirely new. At least, I've started working on it. May I present to you, the return of the worm:
The AI is a lot simpler than the behemoth, but it's a ton of fun to fight because of its huge size and the fact that you can fly by hitting him with your sword repeatedly. These things are more dangerous than behemoths, so they have a low chance of showing up among with the behemoths. I'm not sure, but I might even add that the behemoths'll try to stay away from you whilst attacking you, if the worm is attacking you as well.
That's it for now, I'm not sure what I'll work on next, mayhaps some menus or the final enemy for the demo.