bleeks
|
|
« Reply #20 on: December 16, 2023, 04:40:18 PM » |
|
Here's a couple new screenshots for screenshot Saturday. New Cave and new enemy.
|
|
|
Logged
|
|
|
|
bleeks
|
|
« Reply #21 on: December 18, 2023, 12:12:41 PM » |
|
For inspiration I like to watch some videos of similar style games while I do dev stuff. I was watching some stuff on the old Blaster Master games today and also the new ones which look great, I've realized our game is going to be a lot different feeling.
Though I got my inspiration from the Blaster Master series for GunnSwitch, I first thought of making GunnSwitch after seeing the bad egg in the series, Blaster Master 2 for the Sega Genesis. Its a bad game overall but a couple aspects of it stood out to me.
Blaster Master 2 has pilot sections that were not over head dungeons but zoomed in side scrolling gameplay with more of a run and gun look and feel to it. I also liked the look of the tank rotating on ramps and slopes and rotating as you jumped in the air to even out your shot projection. So thats where I started from, having a zoomed in character when out of the tank and a tank that rides over ramps and slopes smoothly, I one upped that one by having three separate wheel sections that rotate and move independently which gives a cool feel and look I think.
Thats all I really got from Blaster Master 2, the cool parts lol As for being like classic Blaster Master style gameplay it will be lighter on the metroidvania style mazes gameplay and more like a Wonderboy MonsterLand/Shantae style open world that is explorable but mixed with run and gun action stages.
|
|
|
Logged
|
|
|
|
|
bleeks
|
|
« Reply #23 on: April 27, 2024, 03:50:00 PM » |
|
Happy Saturday Gunn Switch will feature some fun physics objects and interactions (Not pictured here lol) but related to it. These rock blasts can be very dangerous for enemies and creatures and who knows what else. I want to add more interactions between the player, the environment the NPCSs and enemies to make this world feel alive and the action more emergent. Had an epiphany today about how I want to market GunnSwitch when that time comes, probably in a couple years I hope. Good to start thinking about it early I think. I cant sell my game on just, its "like Blaster Master" or its "Metroidvania" or whatever or just on its features alone. Or that its indie, they are good things to know about my game but to really give my game a chance to stand out in the sea of games out there I need to communicate it in a more interesting way. I have to convey what makes it special and im still figuring out what that is and how to express it. The more my ideas get refined and I get further in the process Ill be able to better understand what Im creating here and why.
|
|
|
Logged
|
|
|
|
|
bleeks
|
|
« Reply #25 on: April 29, 2024, 04:30:00 PM » |
|
Here is a quick update on that scene.
|
|
|
Logged
|
|
|
|
bleeks
|
|
« Reply #26 on: April 30, 2024, 11:43:23 PM » |
|
Here are some clouds that Ive been working on. They have parallax scrolling and reflections.
|
|
|
Logged
|
|
|
|
|
bleeks
|
|
« Reply #28 on: May 03, 2024, 03:04:27 AM » |
|
Here is a look at one of our stage lay outs at 5 % scale zoomed out. Looks like an ant farm. Lots of nooks and crannies for Gunn to jump out of the tank and explore, to find secrets, and there's hostages to be saved and lots of butts to be kicked.
|
|
|
Logged
|
|
|
|
bleeks
|
|
« Reply #29 on: May 04, 2024, 07:25:02 AM » |
|
A zoomed in look at some explosions, they are dynamic, if the explosion impact zone is moving (ie. the red barrels) so will the explosion spread.
|
|
|
Logged
|
|
|
|
bleeks
|
|
« Reply #30 on: May 11, 2024, 04:31:46 AM » |
|
These pesky bugs will give chase in the caves, be careful to not be caught by the swarms. In your tank these critters are harmless though.
|
|
« Last Edit: May 11, 2024, 04:39:53 AM by bleeks »
|
Logged
|
|
|
|
bleeks
|
|
« Reply #31 on: May 12, 2024, 07:58:14 PM » |
|
Some times when building something you have to break it down a few times and start over until you get it just right. At least it is when you are a green and an inconsistent dev like myself.
Big lessons learned lately in my game dev journey.
I have rewritten my games events for some of the controls of the game and now the controls are so much smoother.
I scrapped my enemy soldiers movements systems totally.
I started over from scratch with them because I had things working but they were written in a way where I had no flexibility in controlling their AI among other small issues that I had with their animations and collision detection.
I have had to go back too many times with my game to fix and patch bad "code" (Event Sheets in Construct 3) I just got fed up with it and had to bite the bullet.
Its great though as now that I've accepted that some things are not up to par, I'm learning how to make things better and actually learning some good game design practices.
I am loving the results so far, my enemies will have more life to them now.
|
|
|
Logged
|
|
|
|
|
bleeks
|
|
« Reply #33 on: May 17, 2024, 08:35:16 PM » |
|
|
|
|
Logged
|
|
|
|
bleeks
|
|
« Reply #34 on: May 25, 2024, 04:51:18 AM » |
|
Missile Attack! Here is a look at the first boss in GunnSwitch
|
|
|
Logged
|
|
|
|
|