Creating a basic idea of what the gameplay will be
First of all
Trying to juggle between a full time job, a girlfriend and awesome games like Titanfall 2 leaves you no time for game dev...
besides, I suck at this stuff.
Where the game is going
At the start, i wanted to make it into a rough like game with a couple of awesomely made characters and a basic to none story.
A bit afterwards i realized creating a rough like will actually be a bit harder than just crafting rooms and plugging it into a random machine, as the algorithm for generating a good level will be a bit more complex than i initially thought(tho i will create one in the future, just maybe not for that game), and crafting enough rooms for actual variety will take a lot of time than crafting enough rooms for a basic level of around 30 minutes(or an hour, tho you can tweak that by changing the amount of enemies in every room or just more encounters in each level.
Another big problem for me is the fact that Im not an artist in any way, i can model basic stuff like an ugly desk but not much more.
At this point Im thinking about making a game with a preset map and deliberately crafted encounters and rooms to benefit and amplify the main character's ability, and then modify the later characters to be also benefited but in a different way and tweak the enemies for them.
What happened since the last Devlog?
A lot actually.
For starters, a little test map was added, with a lot of floating platforms to jump on, and a really high one to hide a perk later on.
This map is supposed to be a rough base for every fighting room in the game later on, with floating platforms and pillars going all the way up for you to jump on.
2 new mechanics were added: Dash, and DeathFromAbove
the Dash mechanic was added first, so you could dodge bullets when you are not looking as the game is supposed to be a bullet hell in the end, and eventually i decided to keep it as a basic(and kinda chaotic) movement ability, with a low 1 second cool down you can dash almost twice a jump. Do note that for now you can only dash sideways and backwards, tho it might be changed, as dashing forwards felt like nothing happened beside an ugly particle effect showing up.
the DFA(DeathFromAbove) mechanic was second in line, for i wanted the jump to be a bit more than just a stupid jump, so now when you bounce(through right click) you can hold right click again and aim, when you see a white ball in the middle of your screen you can left click and you will DFA towards that point, dealing quite the amount of damage(3). You can also cancel it, by pressing S or trying to dash, mid air to preserve a bit of the momentum(tena for normal people) gained and use it as an all movement ability.
Also notably, you can't Bounce(right click) twice in a jump unless you killed an enemy with DFA, and then you could rebounce and keep all your air movement and keep on a streak like that.
A new model was added for the player's Sword, and the animation improved a bit, a new animation was also added to the DFA so you will see the sword aimed at the place and glow in a orange reddish color.
A new enemy was introduced(sort of, as the old one was deprecated). After thinking for some time about how to actually do enemy AI, i got with a working "Chaser" enemy, that simply chases you around and gives you a little pump and takes 1 health away... when trying to DFA them do note they have 5 health and DFA deals 3, so you might want to hit them twice before you blast them.
And most importantly(yet you may never notice it at all)
A lot of organization in both the code and project hierarchy, started utilizing the 'class_name' keyword and the static typing godot introduced.
Basically it means easier implementation for later things like more enemies and more characters. it also helps in simplifying the code, as you can use the 'is' keyword instead of groups and node names so
if body.name == "player"
or
if body.is_in_group("player") # or "alive"
turns into:
if body is PlayerController
and adding more PlayerController extending scripts wont break it!
What to do next?
There is way too much to do, create more enemies, think about giving the player a gun, creating actual levels, being productive, doing workout to prevent overweight.
BUT for the short time, before i write the next one, the plan is to:
- Add another enemy type ( tho writing ai is hard and daunting )
- A simple UI to better display both health and Bounce cool down ( and maybe embed it with the character )
- Make weapons a bit more modular, with a 'Weapon' class name and maybe a new gun for the player to play with
The idea is to make a full level to try out the fighting mechanic of having a sword against a bunch of slow moving bullets, maybe adding a gun option, as the idea is to let the sword be wayyy stronger and the gun to be a bit of a filler for when your main sword ability is on cool down.
Until then, I will just sing a reckless serenade. Chaos
Files
Get A 3D Bullethell
A 3D Bullethell
My adventure creating a true 3d bullethell game
Status | Canceled |
Author | RustyStriker |
Genre | Action |
Tags | 3D, Bullet Hell |
Languages | English |
More posts
- Creating a test level takes a lot of time when you have no timeJun 22, 2020
- Making a True 3D bullet hell - The StartMar 30, 2020
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