Since the demoThe game is not dead yay.
exams, lack of motivation, other game jams, projects etc, meant I haven't posted.
Since last time, I've started working on a sound system for Gas
https://twitter.com/5Mixer/status/872723276241358848 (mp4, can't go here.)
Added bats (they're static here, but ingame they are animated awesomely by Patch and have basic follow ai)
A couple of minor bug fixes and backend systems from the demo have improved gameplay
- Now, inventory select index carries between levels, meaning that unexpected weapon changes don't happen
- Some weird collisions were fixed (bullets shouldn't stop infront of chests now, just disappear)
- More backend stuff, but I transitioned from frame based intervals to second (delta) based, meaning I can now do slowmo super easily.
- Collisions were sped up, and the improved performance gives me time to add lights to every bullet
slowmo (you can see in this gif a bullet getting stuck on a chest, that's been fixed.)
lights on every bullet (they're not strong lights, so it's subtle)
Exilium Alpha 2.So, moving forwards I've defined what I want for the next update.
- A shop system
- Some handmade puzzles/levels
The shop systemI'm thinking that there will be three different types of shops, each with a unique npc.
- Potion npc. Sells you potions - healing, strength, poisoning, dazing
- Wizard npc. Sells you abilities/spells - dash, teleport, stealth, timewarp
- Weapons npc. Sells you ammo/guns - Basic pistol, machine gun, grenade launcher, ammo, etc. Sells widest array of items.
Handmade puzzlesThe current demo's only direction is to survive and kill. That seemed a little surface level, so here's my thoughts on puzzles/levels.
- Loaded from a tiled level.
- Not just bosses, enemies etc. Also level systems, pushing blocks around, top down parkour, stealth timing.
- Mixed with proc gen stuff.
I'm not sure about procedural generation in exilium. The current system makes levels that all feel the same and don't really have a sense of progression. I don't want to throw away the proc gen though, but I'm thinking that maybe it could be used in side quests, and
really vary up what get's generated. For example, the current system could be used for having to find an item before an enemy catches you. A proc gen system that places floating blocks above a void that you have to parkour across, automatically placing springs, traps etc in suitable places.
Current proc gen, where every level is a random maze arrangement of rooms will still be usable in parts. I'm going to make it generate smaller, denser levels though.
Thanks for reading the update!