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Link to entry for those
Monday, March 17, 2014 - 12:58

Link to entry for those interested:

http://proceduraldeathjam.com/pdj-entry/polygons-death-lasers

Update:
Thursday, March 13, 2014 - 22:38

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:
Wednesday, March 12, 2014 - 23:35

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
Friday, March 7, 2014 - 14:46

hey I can use these for some much nicer looking placeholders for enemies, thanks!

thanks for the links guys!
Thursday, March 6, 2014 - 11:32

thanks for the links guys!

 

Variety is good, I now have a couple completely different looking enemies setup too.