Showing posts with label power-ups. Show all posts
Showing posts with label power-ups. Show all posts

Tuesday, 31 October 2017

Mulit-Level Long Play Test

 Blast monsters, grab loot, buy swag powerups, unlock nodes, beat boss, run to exit. Rinse and repeat for next level.

Finally I actually got around to blocking out some level design. Nothing fancy, just a plan of walls and obstacles for the player to manoeuvre around (apparently that's maneuver for Americans).


It didn't take long before I realized that the whole thing was way too big and needed to be smaller. But that wasn't the only issue. As the game time increases in a level, so does the difficulty. And as the levels increase, the game gets harder. Obviously this is a tried and tested gaming concept, but I was finding that the difficulty curve ramped up very sharply. A little rejigging later and ... it was far too easy. Minor adjustment and too difficult again. Balancing this difficulty curve has taken up the vast amount of time this month.



It turned out that a lot of this difficulty stemmed from the player's powerups not reinitiating in later levels. I had made various changes to the powerup system and how it gets stored for reference and not all of it carried across correctly, and in one case I found that the variable being stored had received a name change at the other end which was no longer being referenced.

Going through the various powerups I fixed all the broken paths and references, and generally tweaked the strengths and effects. Gradius style "option" followers, or weapon satellites which follow the player and increase firepower were toned down in the amount of damage they did. "Static Heal" powerup was scrapped because the player never has chance to stop long enough to increase healing without getting swarmed by enemies. Enemies and their spawning routines were tweaked to give a more gradual rise in challenge but also to watch out for the player wiping the floor with them over a longer period of gameplay.



Each level has an exit, and each exit requires unlocking via activating nodes with later levels having multiply nodes to unlock. To make sure that the player understands this concept there are visual hints in the bottom right of the screen and the in the first level the node is next to the exit. Once all nodes are unlocked the level boss spawns (currently just a large cube with an aggressive charge attack) and once the boss has been defeated the exit opens. To prevent the player from lingering in the level to "clean up" cash and remaining swag I decided to stop the enemy from dropping loot coins once the boss has been defeated. Difficulty also takes a temporary increase both whilst the boss is released and also when they have been defeated to encourage the player to head for the open exit and progress the game. 

In the end it all seems to work rather well, and I am pleased with the result. Here's nearly an hour of playtesting the system. I also found an error at the end of it, as not statistical information was being passed to the end of level screen when the player was killed and the game was over - now fixed.




So, next up is adding a few more statistics to the end of level screen such as percentage of kills, cash, swag, etc that the player has gained that level. After this it will time to get on to actually designing art for the level, and eventually even the characters with a greater variation of enemies, bosses and enemy attacks. But hey, one thing at a time! ;)

Friday, 4 November 2016

Devblog: The Devbloggening: Devblog Harder

I haven't made a devblog post since April ... boy, do I suck at devblogs ...

But game development does progress, honest guv'.

I'm making a twin-stick SWAG 'EM UP, for which I need swag ... lots of swag ... so I've got 108 special attacks/defences/abilities/upgrades/buffs and stuff ... stuff which I shall now collective refer to as "POWER-UPS". These power-ups come in 3 levels of usefulness known as the now somewhat classic (thanks to uncle gaben) Common, Uncommon and Rare. Currently Common has an inverted green triangle, Uncommon has an amber triangle and Rare has a red circle ... though this might all change to bronze, silver and gold yet - which is the visual hint for the worth of coin loot dropped by slain enemies by which the player buys swag.

Whilst that's a hell of a lot of code to come up, the real workload has been in presenting it as a visual representation within the game. In fact the functionality for wasn't very difficult to code, regardless of the occaisional code comment which says something along the lines of:
//works for now but make better code later
 So here's a flavour of some of those, said power-up effects - cue a glut of youtube videos.

 
Knockback sends enemies flying whilst Shunt shoves the player out of harms way

 Banana Slip is the canned laughter of comedy gold, complete with lame sound effect

Magic Bullet bounces from enemy to enemy causing damage


Invulnerability uses full-screen postFX shader as a reference to classic 1993 Doom

Wrath Of The Gods sends down lightning strikes on Heaven's behalf

And of course it's not just explosions and fancy flashing particles and lights, each power-up requires an icon. Sometimes these icons are part of the actual visual effect to let the player know what has just happened.

Hamstring permenantly slows a wounded enemy 

BloodDonor heals the player when causing damage to an enemy 

Zone Of Comfy slows enemies whilst Hypnotism stuns them

Animated auras give off a nice effect in general

I've still got around 10 more complex effects to create. These will feature more complicated animated 3D models, plus I've some 90 icons and various sound effects to come up with. Hopefully after that I can finally start on actually creating game assets like levels, environments and characters. Until then, it's time to continue plugging away at the power-ups which underpin the gameplay of this Swag 'Em Up ... and hopefully remember to not wait 7 months between development blog updates ...