Could incentive it by making fast consecutive kills extend your slow mo. Or being close to enemy projectiles could extend your slow mo. Basically adding reward to either risk or skillfull gameplay
Good idea! I had considered refilling slow motion ability if the player dodged bullets in mid-air. But to prevent it from being too risky, it could be interesting to offer different levels of refill depending on the difficulty of a move. So, like you said, consecutive skills could offer a refill, but perhaps to a smaller degree than the riskier bullet dodging.
Okay, so I haven't been able to stop looking at this devlog.
A few quick questions for you:
1. What engine?
2. Are you planning on any form of a release, and if not can I get a copy?
3. How did you make the explosions and muzzle flash?
Good luck on development. I will be watching.
1. I'm using Gamemaker studio!
2. If all goes well, I'd love to release the game. I'm not sure about pricing and such, though. If I have time, however, I'd also like to be able to have open demos to get player feedback before any of that.
3. Regarding the explosion effects, I did happen to write a basic breakdown of the effects on my blog:
linkThe explosion effect is basically just a lot of different size fire sprites with randomized animation speed, rotation, and position that form the cluster of fire around the blast. The muzzle flash is an individual animation. It has a lot of frames, but even in slow motion the animation is relatively sped up. In normal mode, the animation is sped up to such a degree that it happens to appear as a single flash.
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Here's another gif!
I thought it would be interesting to manipulate time in other more complicated ways as well. Here, the grenade weapon leaves behind time warp zones, where everything inside (other than the player and other timewarp grenades) become slower independent of everything else.