I still had work to do on chests because you could open them and loot them an infinite number of times. Now it's fixed and I can move on with chests that have multiple items in them or otherwise. There's also a new room with fire and enemies and a mysterious computer! Tomorrow I'l make that gear, I swear!

Currently working on: Working on chests and burning

Time spent on the project so far: 134 hours

Screenshot after the jump: Dangerous computer

Posted
AuthorJérémie Tessier

I was surprised when I noticed that I hadn't coded chests yet. There was only one box so far and it was already empty, so when I tried to add a small chest with a few items in it, I couldn't help but notice that I needed to code that as well. Same thing with the Breakdown Pits and the Restoration Altars, they don't really work yet. They're the basic ways to move between world states. After that, I'll add some functionality to a new item that heals burns and the first piece of gear you'll find!

Currently working on: Making the chests, altars and pits work

Time spent on the project so far: 132 hours

Screenshot after the jump: Chests and altars and pits

Posted
AuthorJérémie Tessier

All the enemies are modified to fit the element you're in whenever you move to other versions of the world. Some details might also be different too, like in this case the entrance door at the top was at the left instead of the right. It's not a big difference, but in some places it will be more noticeable. Next room has a breakdown pit and a restoration altar, and they both kinda work this time!

Currently working on: Continuing the story

Time spent on the project so far: 130 hours

Screenshot after the jump: Fire world

Posted
AuthorJérémie Tessier

In each state pass the first one, you will have odds to get status ailments whenever you are hit by enemies of the various elements represented by the levels. It's the same if you hit enemies with elemental weapons as well. The status effects so far are burning, frozen, poisoned, electrocuted, blinded, confused and slowed. That's only seven, you might think, and if you add the neutral damage sources, there are still two things I haven't said. 

Currently working on: Continuing the story

Time spent on the project so far: 129 hours

Screenshot after the jump: Actively on fire!

Posted
AuthorJérémie Tessier

State 2 is pretty close to State 1 except that everything is on fire. There are fires where before there were not, enemies are also on fire, deal fire damage, are resistant to fire damage and weak against ice - although at the moment this chances nothing because there are no elements on the player side yet... That being said, I have to start thinking about status ailments since fire can cause burning to occur.

Enemies don't change much beside that, they all gain a small ability different on the state, in the fire state, they randomly shoot small pellets of fire in arcs around them. It's not too dangerous, but it's an extra thing to be cautious about!

Currently working on: Status ailments

Time spent on the project so far: 127 hours

Screenshot after the jump: Fire everywhere

Posted
AuthorJérémie Tessier

Not much to report today! I've worked a bit on the workings of the bomb skill and now I'm continuing on with the story. I'll have some more testing to do with the bomb thing but everything is going forward, as usual! And now that the player is in State 2 (Fire world) there's fire and red everywhere!

Currently working on: Continuing the story

Time spent on the project so far: 125 hours

Posted
AuthorJérémie Tessier

After you defeat the first boss you get the bomb skill. I had to make the skill page in the menu, there you'll see the current effect of your equipped skill. Skills work with cooldowns, so that's what the third bar in the UI is about! There are ten different skills in 100RTBD, some of them are mandatory, others have to be unlocked!

Currently working on: Working on the first skill

Time spent on the project so far: 123 hours

Screenshot after the jump: Bomb skill

Posted
AuthorJérémie Tessier

Not much to talk about, didn't have time to do much besides clean up the ending of the fight against Brigadier B, the fun comes after that!

Currently working on: Creating the first skill

Time spent on the project so far: 121 hours

Posted
AuthorJérémie Tessier

That first boss is quite tough! He moves around the room and chucks bombs at you. That's Brigadier B for ya! It would be easier if the bomb didn't shoot pellets of fire when they explode, but then again, that's how it goes! It also would be easier if he didn't get faster and if he didn't start throwing more and more bombs the longer you fight him.

But that's a fine first boss, I think, now when you defeat Brigadier B, you get the Bomb skill, so tomorrow I feel like I'm going to work on skills, since it's the first one!

Currently working on: Creating the first boss

Time spent on the project so far: 120 hours

Screenshot after the jump: Bombs away!

Posted
AuthorJérémie Tessier

There is something boring about fixing bugs. After I wrote a few lines of code, the first boss started flipping around, doing backflips and bouncing out of bounds of the map. Then I fixed that and added somewhat proper pathfinding.

I then made it so the boss can throw bombs, but it quickly got out of hand, it filled the map like a ball pit and the boss still walked around, trying to shovel the bombs out of his way. I fixed that, and now he throws bombs in respectable arcs in the direction of the player.

These were two bugs that I fixed, but now it's not as funny as it was. Bugs can be pretty funny.

Currently working on: Creating the first boss

Time spent on the project so far: 118 hours

Screenshot after the jump: Before and after

Posted
AuthorJérémie Tessier

I'm still working on that first boss, 2d boss pathfinding is harder than I thought it would be! Never fear though, I'll crack that case!

Currently working on: Creating the first boss

Time spent on the project so far: 117 hours

Posted
AuthorJérémie Tessier

After a little hiatus, I'm back full steam on the project, I've added a new gun that shoots spread bullets in five directions and I've continued the story a bit. The gun deals less damage than the regular weapon but fires slightly further and has the much beloved spread that fans of Contra games will remember. 

After picking up the tenth infopack, the player shifts the world into a fiery alternate dimension. Then you fight the first boss which is your ex-buddy Brigadier B. What is he up to? I wonder how I am going to code the bosses's artificial intelligence, maybe fuzzy logic and state machines, that was my bread and butter in university. In any case, 

Currently working on: Creating the first boss

Time spent on the project so far: 116 hours

Screenshot after the jump: New gun, new challenges

Posted
AuthorJérémie Tessier

Another short work day on the game, I'm working on adding side rooms you can access at some point during your progress, you need to backtrack a little, but they're nifty optional areas. This specific challenge is about dodging acid projectiles for 30 seconds and the reward is a new gun, I'll have to code that new gun quite soon! It's a spread gun.

Currently working on: Adding more rooms

Time spent on the project so far: 113 hours

Screenshot after the jump: Another challenge room

Posted
AuthorJérémie Tessier

I can't work at all on the game today due to consequences outside of my power. The inventory screen is done though, here it is!

Currently working on: Adding the inventory screen

Time spent on the project so far: 112 hours

Screenshot after the jump: Usable item inventory

Posted
AuthorJérémie Tessier

Not much to say today, I didn't have much time to work on my game and right now I'm just working on UI stuff. Nothing exciting about inventory screens!

Currently working on: Adding the inventory screen

Time spent on the project so far: 111 hours

Posted
AuthorJérémie Tessier

Some of the challenge room are pretty straightforward; kill X enemies under Y seconds, some of them are a bit more involved than that, such as the last one I've just made. You have to get to the end of the room in under 30 seconds and there are plenty of enemies about. Killing them all probably would be safer, but it will also make it difficult to get there under the allowed time.

In my design doc, I didn't plan for the game to be really difficult and this particular challenge room didn't have any rewards to give, now it's giving a small healing item, because hey, let's be fair with the players, if I'm having trouble keeping my life, they probably will too.

Another small issue I tackled is the way players can skip certain parts of the game or go out of order, I fixed that by unlocking certain things no matter what after a while, so it won't break the game too much if you decide you don't want the bonus damage from the gun part in that first challenge room.

Currently working on: Continuing the story

Time spent on the project so far: 110 hours

Screenshot 34 after the jump: A small challenge

Posted
AuthorJérémie Tessier

Still working away on the story and on new rooms, not much to say today.

Currently working on: Continuing the story

Time spent on the project so far: 108 hours

Screenshot 32 and 33 after the jump: Shooting gallery and Puzzled

Posted
AuthorJérémie Tessier

Still going at it with the story! I still have a ton of stuff to go through but I work at it, room by room. I'm not too sure when the next big hurdle is, we'll see!

Currently working on: Continuing the story

Time spent on the project so far: 105 hours

Screenshot 31 after the jump: A new room type

Posted
AuthorJérémie Tessier

A few issues to fix today! I had made a mistake and one of the maps that was supposed to be a lab wasn't. That didn't take too long to fix. Then I have to spend a bunch of time fixing the way collisions work regarding my monsters because the way I make them move isn't playing nice with large colliders on them. In any case, I'm moving on with the story.

Currently working on: Continuing the story

Time spent on the project so far: 104 hours

Screenshot 30 after the jump: Buggy giants

Posted
AuthorJérémie Tessier

I'm close to a new area in the map, the map is divided in a bunch of different places - the surface, the lab, the ship, etc. and they all have a distinct look and feel. I've also added invincibility frames because getting knocked back back and forth was really annoying. Onward to new mechanics and new things to implement!

Currently working on: Continuing the story

Time spent on the project so far: 102 hours

Screenshot 29 after the jump: Edge of lab

Posted
AuthorJérémie Tessier