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Devlog 66: The Rise of the Phoenix






Here's a lovely big changelog for y'all c:
Pan(Toaster)
-Added walking(Arrow keys)
-Added idle
-Added jumping(Z, the longer you hold, the higher you jump)
-Added walljumping(Press against the wall to slide, then Z to jump)
-Added shooting(Press C for now)
-Added charging(Hold C to charge, Release to shoot)
-Added whipping(Press X)
-Added dashing(Down+X, the faster you walk, the further you can get)
-Added toaster launch attack(Up+C, hold to charge)
-Added grapple aiming(Hold Up)
-Added grappling(Up+X, swing with Arrow keys, Jump off with Z)
-Added getting hit(Hit yourself with Space)
-Added Invincibility(you're transparent while invincible, you blink when losing invincibility)
-Added Somersault when jumping sideways
-Added falling(not yet that visible, you're also supposed to get stunned afterwards which I haven't added yet)

Pan(Outside)
-Added walking and falling(Left and right Arrow keys, you move like a slug)
-Added teleporting back(X, I completely removed touching the toaster to get back in it, because it looked less good, him just immediately teleporting back into him)

Enemies
-None for now

Interactable objects
-Added Grapple Sockets
-Added Butter cubes
-Added Small Batteries
-Added Large Batteries

Systems
-Added smooth camera
-Added rooms(Room sizes limit the camera movement to some extent, as you can see in the gif or video, whatever Etienne decides to post (: )
-Added room transitions(very megaman-like, you freeze during the transition)

Gui,Hud and all that beaufitul nonsense
-Added Battery bar
-Added Butter bar

Details and effects
-Added Bread crosshair for Aiming
-Added shot effects when going against wall
-Added walljump effects

Fixed Bugs
-None for now

Known Bugs
-None for now






Would you like to help? If so, have a listen to the three short demo underneah, each demo is only 30 seconds long.

I have not put the name of the composer to avoid any possible personal biases but the following composition belong to their respective authors. I will identify each song and their composers once the selection is done.

A. https://drive.google.com/file/d/0B7snnHBB1I2uWkg5YnV2ZG53N1U/view?usp=sharing

B. https://drive.google.com/file/d/0B7snnHBB1I2ucWg5WEFrOGtOVnM/view?usp=sharing

C. https://drive.google.com/file/d/0B7snnHBB1I2ueWNOMDFzRTRiRDA/view?usp=sharing

If you could just type one letter (A, B or C) to let me know which one you prefer, that'd be great. All an all it would take less than 2 minutes (or two minutes at most!).

Thank you!




-New Devlog Format-


So this week I figured I would try something different than the previous devlog. Instead of writing paragraphs, I’m going to switch to a video format for future devlogs. Note that this is a trial thing, I’ll see how it flies over with people following the project and take it from there.

The idea here is to continually strive to improve in every single aspect of the game development, including devlog. I feel that using videos will allow for a more “direct” communication with the people following the devlog.

By having a video of what I’m working on in the background, it’ll also allow to have something interesting to look at while I’m working on the game.

For the firs time ever, me commenting the latest build with my sexy, manly voice ( :giggle:):


While I think a lot of people might not be interested to watch video devlogs, I’d still like to try it. It’s been 66 devlogs so far and I, for one, am ready to try something new and fresh. Every once in a while change is refreshing so let’s try this one out and see how it goes, shall we?

It’ll also be easier to share the devlogs through video format through social media such as twitter and facebook.

Does it mean I’ll start on rambling for 20 minutes long videos? No way.

The idea is to keep those devlogs short, to the point and informative. My objective is to keep each one under two minutes long, or shorter if I can manage. No one likes things that drag on and I’ll do my best to avoid this.

This will also allow you guys to see the game as it is in development, hear my comments about it and react to it in turn. It’s much easier to react to content when you see what it looks like instead of making mental abstractions about it through text.

-Game Development-

Well, the least we can say is that Sahand grabbed the bull by horns and practically yanked them off. Despite his young age, Sahand is mature and reliable, more than a lot of people I’ve met in my life who had twice (or thrice) his age.

We are now at the third game engine for the game and things are moving smoothly. Some older animations were thrown away and were replaced with new ones.

I redid the damage numbers and changed them with some new, smaller ones.

Before:


After:


We are implementing a new grapple system to replace the old, outdated one. Whenever you will be in the vicinity of a grappling point, a crosshair icon will show up like this one:



This will tell the player that he can latch onto it in order to swing himself into the air. Something like the grappling arm in Devil May Cry 4 if you will (this was Sahand’s idea).

We’ve also reduced the amount of keys for control. This is also Sahand brought up and I agreed with him. Instead of having a lot of different keys for a lot of different actions, we decided to go for combination of keys. For instance, while there was a key assigned to dashing before, we decided to use down+jump to activate the dash.

We’ve also been discussing ideas for new weapons but we’re still brainstorming so I don’t want to reveal anything yet about this.

I also redid the shooting animation:

Before:


Now:


That’s it for now!




Posts

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Just today in the morning I was thinking about grappling hooks because of Umihara Kawase, a game from the SFC, never released in english, sadly, but with some really awesome hook mechanics.

Right now the gameplay seems pretty solid, really a good job guys!
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