I improved the enemy sprites a little more (Inkscape is neat!). Setup 11 skills for the player with a good variety and fitting 3 different types of gear for class diversity. Setup a casting animation as well as the charge animation so you can better tell why you can't move when casting the big attacks. Added a ncie display to the bottom HUD for CDs on skills.
I didn't get loot going like I wanted :( Tomorrow though I should be able to get loot and player class setup and that puts me darn close to just needing to balance test.
I think I decided to go with my first pick of the grid based action one as I worked on that one today after work and ignored JRPG version.
Progress:
Made huge progress on the fighting and general game design. I built in a basic enemy ai with a bunch of parameters to control how they behave (actively seeking player, accurate with shots, avoiding bad things, perfered locations, moving shooting frequency etc) and setup 5 basic enemies and their attacks.
Standard: Basic guy, he stays on the column he spawns in and tries to keep up with the player so his shots are accurate. MultiAttack: Slight variation on basic, has another attack that leaves behind fire on the square if you get hit by it. Wanders around a bit. Speedy: Moves a lot, low HP, fires frequently but innacurately and low damage. Tank: Perfers front row, more HP, has a very slow moving attack. Caster: Perfers back row, low hp, has a large aoe attack with a charge up time.
Skills/attacks got worked on so they are a bit more versatile and I made some to go with my 5 basic enemies. I also built in a charge up animation so that the player can tell when their shot if charged (if applicable) and also so they can get a little warning on enemy attacks. In addition to the chargeup warning, attacks that hit a specifc spot got a little flash overlay for the grids they will be hitting so you can react.
Need to give player same treatment enemies got and setup some basic skills Get loot going. Update bottom HUD to show skill CDs etc.
If I can get those 3 things done I will be in great shape
Future Todos:
Let player choose class at start Setup random encounter generator with some sort of difficulty logic. Record progress Setup unlocks/rewards PLAY TEST SO ITS FUN
Link to entry for those interested:
http://proceduraldeathjam.com/pdj-entry/polygons-death-lasers
Update:
Quick one as I'm tired.
I improved the enemy sprites a little more (Inkscape is neat!).
Setup 11 skills for the player with a good variety and fitting 3 different types of gear for class diversity.
Setup a casting animation as well as the charge animation so you can better tell why you can't move when casting the big attacks.
Added a ncie display to the bottom HUD for CDs on skills.
I didn't get loot going like I wanted :( Tomorrow though I should be able to get loot and player class setup and that puts me darn close to just needing to balance test.
Update:
I think I decided to go with my first pick of the grid based action one as I worked on that one today after work and ignored JRPG version.
Progress:
Made huge progress on the fighting and general game design. I built in a basic enemy ai with a bunch of parameters to control how they behave (actively seeking player, accurate with shots, avoiding bad things, perfered locations, moving shooting frequency etc) and setup 5 basic enemies and their attacks.
Standard: Basic guy, he stays on the column he spawns in and tries to keep up with the player so his shots are accurate.
MultiAttack: Slight variation on basic, has another attack that leaves behind fire on the square if you get hit by it. Wanders around a bit.
Speedy: Moves a lot, low HP, fires frequently but innacurately and low damage.
Tank: Perfers front row, more HP, has a very slow moving attack.
Caster: Perfers back row, low hp, has a large aoe attack with a charge up time.
Skills/attacks got worked on so they are a bit more versatile and I made some to go with my 5 basic enemies. I also built in a charge up animation so that the player can tell when their shot if charged (if applicable) and also so they can get a little warning on enemy attacks.
In addition to the chargeup warning, attacks that hit a specifc spot got a little flash overlay for the grids they will be hitting so you can react.
Here are some pics:
Tile On Fire - Speedy Enemy - Charging Effect - Attack Warning - The Attack - Battling Multiple
Goals for tomorrow:
Need to give player same treatment enemies got and setup some basic skills
Get loot going.
Update bottom HUD to show skill CDs etc.
If I can get those 3 things done I will be in great shape
Future Todos:
Let player choose class at start
Setup random encounter generator with some sort of difficulty logic.
Record progress
Setup unlocks/rewards
PLAY TEST SO ITS FUN
hey I can use these for some much nicer looking placeholders for enemies, thanks!
thanks for the links guys!
Variety is good, I now have a couple completely different looking enemies setup too.