I thought it might be interesting to show a work-in-progress experiment I was doing with the players’ weapons.
I’m working first on what I call the “indirect” weapon. The basic idea is that it’s not supposed to be about getting guys right in front of you, but rather you can use it in some unorthodox way to kill enemies that a straight-ahead gun type weapon just won’t do.
My first idea was to make something like a grenade. You shoot it out and it has a big area of effect explosion that damages everything inside it. The idea was it … Continue reading
Space Rangers rejoice! With the final enemy type added in the combat prototype is almost complete. All I need to do now is add in two extra weapons for the player to use.
Besides the gun that shoots straight ahead which is currently in, I’m also planning on having a “grenade-type” gun that throws out a thing that explodes for area-effect damage and a close-range attack that is risky but either does a bunch of damage or knocks enemies back from you. One big question for me currently is how the player will switch from one weapon to another, … Continue reading
What’s up, Space Rangers?
I put in another few hours on the combat prototype and I’ve got a small update that makes a big fun-factor difference.
– Added a third enemy type (Purple Swarmer enemy)
– Enemies now drop little blue orbs. The orbs are worth 15 points each.
– The purple gems that are scattered around are worth 30 points each.
After adding in the swarmer enemy type (which is a small, easy version of the ranged type that doesn’t block your movement), the game is now a little more interesting.
… Continue reading
Okay, Space Rangers, I’ve got another update for ya!
– Added a new enemy type (Blue Near enemy)
– Converted the project to Flixel 2.5. This was surprisingly difficult
– Added in “gaps” (see below for more info)
– Enemy Types –
The biggest change in this version is the addition of the new “Near” enemy type. The final combat prototype will have four types: Far, Near, Swarmer, and Heavy.
Far enemies essentially attack from far away. Near enemies attack up close. Swarmers are far/near enemies that are really easy to defeat … Continue reading
I finally got a chance to work on the combat prototype for Project Bacon (in addition to a few other nifty little additions). First I’ll describe the extras I put in, and then I’ll go into a little more about the combat prototype.
“Fog of War”: The player’s light reveals the map. Similarly, the minimap reveals itself as you play through it, instead of showing up fully revealed. This gives the game an explor-ey feel. It also makes it easier to tell where you have and haven’t been.
Game Over: The player can now die. When he dies, … Continue reading