v0.12: "A Dark Knight's Trials" update


v0.12

Overview:

  • Old Animations: Remember when I did that thing where I removed strafing animations? Yeah. I did that again. This time, it's probably going to stay. At least I dealt with some of the animation bugs that used to be in that version.
  • New Enemies: Some new bugs have been added, still without animations. There's the Kabutomin, the Dragonfly, and the Mothmin. More details in the full log.
  • New Area: Even if it'll never make it into any sort of "final cut" of the game, it's good practice to throw together a playable area with our new tools. Consider it the first time you have any sort of concrete goal. I hope to get some feedback on it, from level design, difficulty, and whatever else.

Full Log:

  • His Name is Fried Mienster: Fried Mienster now has his name in the dialogue box. It doesn't quite fit, but it is there.
  • New Enemy Property Added: Added a property that enemies can have, titled "Immune With Friends." This is currently exclusive to the "Kabutomin" enemy. This property makes an enemy immune to damage when close by to any other enemy (that is not also immune). When an immune enemy is struck, it will play a unique audio cue, fail to make them blink, but still push them back.
    • In addition, the "Spread AI" boolean has been replaced with a "Spread Amount" float. Using the calculations for nearby entities, an enemy can choose whether to repulse or retract, and by how much.
  • New Enemies Added: New enemies have been added. They are as follows:
    • Kabutomin: A fast beetle with a hard shell. It is immune to damage as long as other bugs are around. Can be jumped over. Either lead it away from its friends, or dance around it until its friends are dealt with.
    • Dragonfly: A fast fly with little control. It often flies at you uncontrollably, either missing entirely or ramming into anything nearby. However, its unpredictability can prove deadly when paired with other bugs.
    • Mothmin: A weird and shy bug. It likes to stick around other bugs, often getting in their way. While easy to deal with, it adds a layer of unpredictability to combat.
  • "The Dark Knight's Trial" Added: A portal to a new scene has been added. While not exactly polished, the major layout has been planned. It includes quite a few bugs to fight, a few copyright characters to talk to, and a few steg coins to collect. It hopes to demonstrate the potential that different enemy combinations have, as well as some practice in level design. I hope you have fun testing it out!
  • Numerous Minor Changes:
  • Many sprites have been made or stolen. These include sprites for the Dark Knight, the new enemies, the portal, a new default texture and its normal map, and Amy Rose.
  • Music has also been stolen for the new area. It might be familiar.
  • The "flylets" now have a negative "Spread Amount." They will act slightly differently than before.
  • Several lines of dialogue have been added for all NPCs related to the new area.
  • One or two of the new enemies have been placed in the default scene as well.
  • Jump mobility has been cut down to a fifth (again).
  • Many small things have been added. Here are the ones I can bother to remember:


    Closing Thoughts:

    • Enclosed spaces really highlight the fact that the camera clips through walls. A raycast will be added soon to zoom in the camera when it normally would be through a wall.
    • The jump check should be more robust. Right now, it may be easy to get stuck since the single raycast considers you airborne.
    • Values relating to combat may need to be balanced.
    • It's hard to tell how "learnable" the combat system is. I might need some playtesting done.
    • The dialogue system internally could use some work.
    • I have this ANNOYING issue with the UI still. I can't figure out how to scale it properly proportionally to the screen ratio and resolution while keeping the canvas in the same spot in respect to the lower right corner of the screen. It is a headache to deal with, and I don't know where to look for help. Granted, I haven't exactly started looking for help, but it's still just so annoying. Right now, I just made it a consistent "physical" size while keeping it anchored to the corner.
    • Probably wasn't great to randomly spend an all-nighter on this, but I found it fun.

    Files

    v0.12.zip Play in browser
    Nov 06, 2023

    Comments

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    i sure do love waiting