I've updated post one hundred to add a link to a newer version of the game (without the freezing bug) but my computer was messing around today so I couldn't work on the game much. I just added a few rooms and didn't do much besides that. I've made a sprite of a wood block with a rail on it?

Currently working on: Continuing the story

Time spent on the project so far: 200 hours

Posted
AuthorJérémie Tessier

Still going along with the story, no heavy lifting to be done, still. At the point where I am, the player will be able to breakdown into the first world and explore a bit, although it wont be required. I'm still designing that part next because optional as it is, I'm creating rooms in order they can be discovered.

I wonder if anyone tried my version 0.0.6.2?

Currently working on: Continuing the story

Time spent on the project so far199 hours

Screenshot after the jumpMinimap in a fire room

Posted
AuthorJérémie Tessier

I fixed a few bugs with the interface and changed the map a bit so less backtracking will be required when the player gets his 19th InfoPack. I'm also continuing the story right now. No technical heavy lifting in sight so things are going smooth!

Currently working on: Continuing the story

Time spent on the project so far198 hours

Screenshot after the jumpMine tileset

Posted
AuthorJérémie Tessier

I can't be entirely sure, but I think I have fixed the slight freezing issue by removing the calls to PlayerPrefs.Save() in the auto-save function. It's apparently called automatically whenever you exit the game, but more playtesting will be required in order to make sure that I properly fixed it. You'll be able to see that change in about another hundred days ;)

I started working on the "mine" tileset. Moving minecarts and platforms, oh my!

Currently working on: Continuing the story

Time spent on the project so far: 195 hours

Posted
AuthorJérémie Tessier

I had to fix a few bugs with the first boss, as it was possible to stick him into the ceiling if you paused while he jumped. That's because my check for the menu to stop processing AI and stuff didn't stop processing of the physics as well.

But here it is, version 0.0.6.2, there's a ton of stuff left to be done, there is no sound/music, no support for controllers and moving from room to room causes a miniature freezing to occur, something that wasn't occurring while I was testing the game in Unity, but oh well.

Currently working on: Fixing the save freezing when moving between rooms issue

Time spent on the project so far: 193 hours

Posted
AuthorJérémie Tessier

I noticed that the boss really behaved weirdly - he fell through floors, didn't attack, didn't die, didn't show the numbers above his head. I had to fix that, and it was because I coded bosses to be different from regular monsters - which I changed, so everything should be okay now. I do have to check how the regular fight against that particular boss goes, now that I've changed it...

Tomorrow there should be a playable version up for download!

Currently working on: The boss replay room

Time spent on the project so far: 191 hours

Posted
AuthorJérémie Tessier

Well, the boss fight isn't working so well in that replay room, so I have to fix it, nothing much being done today!

Currently working on: The boss replay room

Time spent on the project so far: 189 hours

Posted
AuthorJérémie Tessier

Testing the whole thing took about two hours, but some of that time was taken to fix bugs. I'm sure it's also possible to go through the whole thing much quickly than that. Now I'm working on that room where you fight bosses you've fought before.

Currently working on: The boss replay room

Time spent on the project so far: 187 hours

Screenshots after the jump: Boss room and fight room

Posted
AuthorJérémie Tessier

Still testing the whole thing, I have noticed that some features weren't implemented properly and that my method of having equipment affect your stats wasn't as optimal as it could've been. Now it is! And I'm correcting bugs left and right and playing through what I have so far. It's fun stuff!

Currently working on: Testing the whole thing

Time spent on the project so far: 182 hours

Posted
AuthorJérémie Tessier

A few bugs here and there, enemies stuck in the floor, scripts acting wonky, challenges not completing properly, but nothing that's taking too much time. I removed the full heal on level-up because for the first X levels, you level up crazy fast. I've changed the experience curve to level * 2 instead of a flat 30 required for the next level. Doing so made a few things easier - the first fight against Brigadier B, for instance - so I might balance that later on. That being said, the game's fun, which is what matters, right?

Currently working on: Testing the whole thing

Time spent on the project so far: 180 hours

Posted
AuthorJérémie Tessier

When I get to update One Hundred, I'll post a playable version of what I have so far. It is but ~5% of the final game's content and size, but that's what I'll do. I'll post a playable build each 100th update. In order to do so, I've started a new game - that'll allow me to test the new level-up curve as well. And it's a good thing, because there are a few bugs here and there, better to squish them as quickly as possible than later in development!

Currently working on: Testing the whole thing

Time spent on the project so far: 178 hours

Posted
AuthorJérémie Tessier

After another few rooms, a challenge and a new item type... I'm noticing that the game gets too hard too fast and that the levels are not gated at all my the InfoPack collection, like I had in mind. I'm going to redo the experience curve (which, so far, was 100 experience for each level with enemies giving 1 experience each and bosses giving 50), probably something simple and linear.

I also want to change the way text is shown in the text boxes, character by character instead of all being shown at once, since I wanted to add synthetic voices to the dialog boxes, I have to change it that way eventually. Not too sure if I'll do it right now, though. 

Currently working on: Redoing certain core systems

Time spent on the project so far: 176 hours

Posted
AuthorJérémie Tessier

After fixing my computer problem (some piece of software was taking 100% of everything 100% of the time) I polished the giant enemy fight a bit and made the next room to the right. The order in which I make rooms is basically following the critical path, adding side rooms first if they lead to dead ends. That way I play the game one room at a time in the right order, which seems like the logical thing to do.

Compared to my design doc, I gave the flamethrower weapon too quickly, so now I have to figure out another reward for the chest in 2-9-2, oh well, maybe I'll throw a new type of item, perhaps one of these one-shot things that damage all enemies on-screen, that seems like a good plan.

Currently working on: Advancing the story

Time spent on the project so far: 173 hours

Screenshot after the jumpAnother room with fire things in it

Posted
AuthorJérémie Tessier

There's something wrong with my computer so I can't work on the game. I did change some things, but it's impossible to work like this. Oh well.

Currently working on: Working on that one boss fight

Time spent on the project so far: 171 hours

Posted
AuthorJérémie Tessier

Still going at it, here's a screenshot of the ladybug thing eating the worms pacman style. I know this one boss fight is taking a lot of time, but it's because I have less time to work on the game these days.

Currently working on: Working on that one boss fight

Time spent on the project so far: 172 hours

Screenshot after the jump: Pacman style

Posted
AuthorJérémie Tessier

Not much to talk about today since I had no time to work on the game, all i did was modify the layout of the arena where you fight the giant fire ladybug and remove her ability to shoot random fireballs.

Currently working on: Working on that one boss fight

Time spent on the project so far: 171 hours

Posted
AuthorJérémie Tessier

Right now, you can get another gun part that increases fire speed and I'm currently working on another miniboss fight against a giant enemy that might charge at you and throw fire while he's doing it. I'm way underleveled for that boss, it seems, because I die in one hit and take forever to kill it. Either that or he isn't properly balanced, that also could explain it.

Being not entirely linear - 100RTBD is about exploration, in parts - I have to make sure that I keep my hard story beats separate from the softer flags you can trigger whilst exploring.

Currently working on: Continuing the story

Time spent on the project so far: 170 hours

Posted
AuthorJérémie Tessier

Not much to talk about today, I've been swarmed with actual work so I didn't have much time to spend on the game this morning, about one hour instead of my target two. 

I've been wondering about where the difficulty will come from in 100RTBD; The maps themselves aren't that difficult because they're small and you can try them as much as you want since you automatically respawn in the same room when you die. The challenges could be more challenging, I could make the side-content also more difficult to get. Bosses also. But I also have to be careful - a player that manages to avoid good gear and items will have a though time if he's locked in a boss fight that he can't get out off. Maybe I should make it so the player respawns in the PREVIOUS room when he dies in a boss fight?

That seems like a plan.

Currently working on: Continuing the story

Time spent on the project so far: 168 hours

Posted
AuthorJérémie Tessier

There's a new enemy in 100RTBD, the MegaBit! All enemies are divided by rank, element and type. There are three types of enemies, bits, bots and bytes. Bit-type enemies usually just move around and try to bump into you somehow. Bot-type enemies will have projectiles. Byte-type enemies fly. Of course, some of these types can overlap and you can have moving enemies that also shoot or flying enemies that also shoot. The MegaBit moves around slowly but when you arrive in front of it, it'll try to ram you.

Currently working on: Continuing the story

Time spent on the project so far: 167 hours

Posted
AuthorJérémie Tessier

Not much to show, but I've made sure that the hero is making a frowny face whenever he dies, before he could still be smiling - or moving in place - when killed. I am also re-working how hazardous projectiles (dripping acid, flowing bubbles, meteors) are instantiated and I'm re-working their spawning functions as well.

Currently working on: Refactoring things

Time spent on the project so far: 166 hours

Posted
AuthorJérémie Tessier