So, I wanted to share my very earliest alpha build, hopefully to get some feedback, but possibly only just keeping a log for myself. I have no idea how active these forums are.
So, like the title says, this is a classic style platformer, that is super early in development. If you decide to try it, that’s super cool! However, be aware, there are a zillion bugs right now, all going on my squish list, and I’m not super happy with how some of the art turned out. Oh well.
[Squish List]
I have a persistent game object to hold static variables, and I sometimes put them in scenes so things don’t break when I’m testing. I need to check for ‘orphans’ so I can destroy them.
Forgot to make the music loop. Whoops.
For some reason the acquired sub weapon disappears on room transition. Not super sure why that happens.
I think I caught the diamond counter glitching as well?
Skeletons don’t hurt you. Skeletons should hurt, they’re very pointy.
The Holy Hand Grenade is, for some reason, useless.
The first boss has no AI. Not really a bug, but a programming to-do, so it’s on the list.
Ditto the second boss. The third boss…doesn’t exist. So I gotta fix that.
There’s only one music track. Gotta fix that.
The turrets fireballs don’t seem to damage you. Turret fireballs, you had one job.
The end ‘credits’ transition you to the splash screen instead of the title screen.
Special attacks can be used when possessing no sub weapon. It also drains diamonds.
[/Squish List]
Well, that does it for this build. My new years resolution was to spend at least an hour a day doing game development, so hopefully I can have some updates soon. Thanks for even looking at the thread, and thank you even more if you play tested!
I have a persistent game object to hold static variables, and I sometimes put them in scenes so things don’t break when I’m testing. I need to check for ‘orphans’ so I can destroy them.
Orphans destroyed.
Forgot to make the music loop. Whoops.
Turns out due to the way I built the scenes initially there was a different audio source in every scene! I now have a persistent audio source that swaps out clips appropriately.
For some reason the acquired sub weapon disappears on room transition. Not super sure why that happens.
This was due to the orphaned game variable instances. Now that there’s only one sub weapon behavior works as expected.
I think I caught the diamond counter glitching as well?
See above.
Skeletons don’t hurt you. Skeletons should hurt, they’re very pointy.
Due to the way I slapdash put the initial build together, in some scenes the main character didn’t have a script to deal with getting hit.
The Holy Hand Grenade is, for some reason, useless.
Enemies were coded to respond to triggers, not collisions. Fixed.
The first boss has no AI. Not really a bug, but a programming to-do, so it’s on the list.
The boss now has HP and the end level item doesn’t appear until it’s destroyed. More complexity is forthcoming.
Ditto the second boss. The third boss…doesn’t exist. So I gotta fix that.
Art fixes are coming this weekend, but the second boss also has HP now, and can be destroyed.
There’s only one music track. Gotta fix that.
Level 2 and 3 have their own music now, and so do bosses.
The turrets fireballs don’t seem to damage you. Turret fireballs, you had one job.
Adding the damage handling script fixed this.
The end ‘credits’ transition you to the splash screen instead of the title screen.
Fixed.
Special attacks can be used when possessing no sub weapon. It also drains diamonds.
Turns out I had a check for how many diamonds you have, but not whether or not you actually have a sub weapon. Fixed.
[/Squish List]
For now it seems like I have a decent base to work with. Now to update the art assets, spruce up the level design a bit, and add a few more enemy types. The Bosses need proper AI, as well. Thinking of possibly adding a fourth level, as well. Thanks for reading!
Did a little work tonight, mostly implementing some AI for the stage 2 boss. Hopefully with a little tweaking it’ll serve as a good template for the first stage boss. No new bugs tonight, so that’s good. Hopefully I’ll get around to re-animating the main character this weekend, other than that, no new build tonight.