Creating a test level takes a lot of time when you have no time
Creating a test level takes a lot of time when you have no time
After the last devlog, I started creating Enemies. Now there are 3 types of unique enemies, One chases you, one shoots at you and one shoots himself at you.
The Creation of the enemies
Creating the first enemy was the real pain, as it required me to find fixes to all of my problems(and some are still relevant).
The first problem was when do I recalculate the path? You can't keep on recalculating your path every frame, as path finding is a hard task, even with Godot's built in A* path finder.
After some trial and error I decided on every time he reaches the first point in the path, he should recalculate. That resulted in a funny thing where they will go away from you until they reach a point and only then they will get back to chasing you.
Good enough for now tho!
The most important update ever!
While creating the first level, I made a script and scene to summon the enemies in waves. For that matter, I decided on creating an automated script that reads a json file(specified in the editor)and spawns the enemies by the json, Thus creating a new level and setting it up will be far more easier than coding everything from scratch every time.
The script still needs improvements, like adding a 'force_spawn_next_wave' function, so I could make waves overlap with each other.
Another improvement is to add a "respawning" enemies, so I could set up an easy to kill enemy that will simply respawn every time he killed, and maybe dropping health or used as a bounce reset while near a harder enemy.
Trying to balance something to be fun and strong yet not too overpowered is tough
Trying to balance the Death From Above mechanic is weird, because you want the player to use it a lot as it is his main ability(at least for that character, new may come later on), and if it can 1 shot everything it is too strong, but if it cant 1 shot nothing it is really weak.
I decided to compromise on the tactic of using weaker enemies near stronger ones to create a jump combo, damaging the tankier one while killing the weaker one and resetting the ability, thus letting you kill a stronger enemy with a good combo and a weaker enemy(and maybe even a funny cascade of attacks).
The first actual test level
From the last devlog I tried creating a level, the first one sucked ass, the second iteration was better.
The current iteration is the second one only improved by fattening the platforms for easier jumps.
Later on, I created the waves, was a good enough success on the first try.
Until next time
Found lately a free to use 3D human base, who just needs a little modifying and to rig some clothes and armor. Sadly(as seen with my sword), I ain't good at this stuff, nor with sound effects(which will be due someday, I guess).
Anyway
Stuff need to be done by next time(hopefully not too far away):
- Model some clothes and armor for the model
- Animate the model
- Finish the WaveSpawner script
- Create a better way to display the GUI information
- Create a new mini boss enemy
- Maybe create a better environment?
There is a lot more to do with this project, but I like where it is going right now.
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 basic idea of what the gameplay will beMay 13, 2020
- Making a True 3D bullet hell - The StartMar 30, 2020
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