I've fixed a few things today and added two rooms. I've changed the way ice blocks break - they'll now split open and pieces will fly off, it's not prefect but it's way better than them just disappearing - and I've moved on with my ice rooms. Ice enemies are annoying so far because the snowstorm around them is really tough to dodge and hinders your movement plenty if you get into it. I could maybe lower the time you stay chilled, or maybe make it so jumping helps you "thaw" faster?

Currently working on: Continuing the story

Time spent on the project so far: 244 hours

Posted
AuthorJérémie Tessier

After creating destructible ice blocks - although I'm not happy with the way they just disappear when you shoot them - I noticed that at 6 energy the level of your skills increase a bit, so I had to code that. All skills have different effects as they level up. Some will have a reduced cooldown, others will do more damage, things like that. Since I add features to the game as they become relevant, I'll add the other levels when I get there!

Currently working on: Continuing the story

Time spent on the project so far: 243 hours

Screenshot after the jump: Skill upgrades

Posted
AuthorJérémie Tessier

In the ice world, enemies can chill you with their attacks, they also have a swirling vortex of ice and snow going around them that will also chill you if you get into it. Being chilled isn't the end of the world, you just move slowly and jump low for a short while. Like being burned, there will also be items to remove such effect.

Currently working on: Continuing the story

Time spent on the project so far: 241 hours

Screenshot after the jump: Chilled in the ice world

Posted
AuthorJérémie Tessier

I noticed that if the player fails to pick up items, they're gone for a while, the player won't have opportunities to go back and pick them up for a good chunk of time - as of the game is right now, it won't be possible before you get the B&R Engine. Maybe I should make it so spots that you find to breakdown later in the game are connected to places you can access from the other side. Otherwise things like missed weapons will be lost forever.

Currently working on: Continuing the story

Time spent on the project so far: 238 hours

Screenshot after the jump: Energy blade!

Posted
AuthorJérémie Tessier

After defeating the second boss, the world shifts into ice-world. At least the player doesn't have to worry about flames anymore.  The features of the ice world are many. Enemies are surrounded by mists of slowing ice and they are weak to fire weaponry. If the player picked up the optional flamethrower in state-2, now would be the best time to use it. Another feature of state-3 is ice that contain things - chests, characters, etc - that you can break away to reveal the contents. I just remember that I haven't coded the Energy Blade skill at all yet.

Tomorrow is Christmas so I won't update! I actually won't have access to a computer tomorrow :) Merry Christmas everyone!

Currently working on: Making the energy blade skill.

Time spent on the project so far: 237 hours

Screenshot after the jump: First taste of ice

Posted
AuthorJérémie Tessier

What makes a good boss fight? That's something I've been wondering real hard as I put up the finishing touches of the battle against Colonel C. A boss fight is a tougher enemy that uses moves and tactics normal enemies don't. Bosses have more health and often deal more damage as well. Badly designed boss encounters can be frustrating and break the momentum of a player through a game. Even a single terrible boss can spell the doom of a project - as most players wouldn't get further than that.

I suppose the three elements of my boss fights are patterns, increasing difficulty and a bit of randomness. Bosses have multiple moves they can do and once they start doing one, they'll stick with it. Brigadier B could move around or throw bombs, Colonel C can stand in space and spin his sword, dash horizontally or do some kind of jump-slash at the player. They pick a move, then do it, then return to an idle state.

I guess you could say my bosses are state machines. They change states via some randomness, mostly based on their remaining life, but it can also be based on where the player character is. The increasing difficulty bit is simple, the less health a boss has, the faster he executes his various moves. Since death has little consequences and you always have at least 25% of your life, I think my kind of bosses work well in a metroidvania type game.

Currently working on: Continuing the story

Time spent on the project so far: 236 hours

Posted
AuthorJérémie Tessier

The boss fight versus Col. C is almost done, I need to tweak the balance a bit and then code what happens when you win. It's not that hard of a boss fight, but he deals massive damage with that sword of his. Colonel C has only a few moves and while he gets faster and faster using them, if you learn the patterns he should be an easier boss than brigadier B was.

Currently working on: Boss fight against Colonel C

Time spent on the project so far: 234 hours

Screenshot after the jump: Colonel C dashes in

Posted
AuthorJérémie Tessier

I feel that there is a problem with the tone in my game as-is. It's probably because of the free sprite pack I've decided to use - making my own sprites would take close to forever, as would making my own music and sound effects, therefore I'll take stuff I find 'appropriate' and use it - but characters are a bit too cheerful. They have two expressions, happy and mildly inconvenienced. The problem, I think, is that I'll try to tell at least an interesting story with plot twists and character development, but I fear that it won't work if I keep using smiley-faced robots.

Anyways, I'm working on the fight against Colonel C right now, he has three moves and one is kind of a fake out. I'm not done with his AI at all, but I'm working on it!

Currently working on: Boss fight against Colonel C

Time spent on the project so far: 232 hours

Screenshot after the jump: Tone problem

Posted
AuthorJérémie Tessier

Here I am, ready to rumble against Colonel C, how will it go? What kind of boss will he be? I feel that Brigadier B is fine, but I have to do better with the AI on this one. I also had to fix a bug where entering a room would trigger events in the wrong order, which made certain things not work.

Currently working onBoss fight against Colonel C

Time spent on the project so far: 230 hours

Posted
AuthorJérémie Tessier

The buff system is done. Buffs are now saved properly and there is a buff window to see the ones you currently have. Now that it's done, I'll be able to continue with the story, one last InfoPack to pick up before the world changes again into stage 3, but before that I also have the boss fight with Colonel C to do. He fights in close combat so I suppose I should have him dash at the player and attack, but that can do weird things if he's solid, since bumping into the player would make both characters stop in their tracks. I'll try solid at first and see how it goes.

Currently working onContinuing the story

Time spent on the project so far: 229 hours

Screenshot after the jump: One buff

Posted
AuthorJérémie Tessier

Buffs weren't properly defined in the game so far, there was only one (Small overclock, giving you faster skill cooldowns for 30 seconds) but it was a boolean that I set on or off, which isn't useful if I want to have more than one buff, save the buff state, etc. So now I'm working in a buff system where the character will have a list of buffs and they will be visible in the menu (so you know what buffs you have) and things like that. It'll also allow me to save/load the buffs (beforehand, if you used a buff item and died, the buff would be gone when you reloaded)

Buffs.

Currently working on: Buff system

Time spent on the project so far: 227 hours

Screenshot after the jump: Minecarts on FIRE

Posted
AuthorJérémie Tessier

Giant enemies aren't as well defined as the "robot" bosses so far. All I know is that they're enemies with bigger hitboxes, more hit points and they deal more damage. I also have to give them a trick so they become properly dangerous. While an enemy with better stats is probably challenging, it's not enough just to do so. The Giant MegaPyroBit for instance shrinks and speeds up whenever you hit it, making it a much harder target to shoot at.

The positive side of this is that giant bosses are a surprise (at least the first time), the flip side is that I have to create a little gimmick for all of them. It'll be useful in the arena, though...

Currently working onContinuing the story

Time spent on the project so far: 226 hours

Screenshot after the jump: Some giant fly thing

Posted
AuthorJérémie Tessier

I'm not sure if I'm the only one with that problem, but the more recent versions of Unity are really messing up my style. The interface is sluggish and even doing simple things like hitting CTRL+A to select a whole block of text in a field just acts unpredictably (most of the time it'll ignore the CTRL and just type a). Moving around my folders to select the right prefab or to create a new script is a pain, it's like being on a pentium 3. The older versions worked fine but I kept updating and now I'm stuck with this.

It's annoying, it's not like I can restart 100RTBD using another engine, maybe I'll spend some time this weekend to try and figure if there's a setting I can change or if I'm doomed to work trapped in jell-o.

Currently working on: Continuing the story

Time spent on the project so far: 224 hours

Posted
AuthorJérémie Tessier

The puzzle room is done, you solve the puzzle by picking the computers in the right order. You have to leave/re-enter to try again. It's not perfect, but it works. The reward is a gun part that increases your gun's range by 25%. I also fixed a bug in the saving method where I put all of the gear you had under head gear (while there should also be body gear and misc gear). I'm a bit confused about the number of infopacks my character has, because I should have 15 and I was at 14. I chalked it up to an error when I messed around with the save file directly, but maybe I calculated wrong and there is an infopack missing somewhere, I should try and replay the whole game to figure that out.

Currently working on: Continuing the story

Time spent on the project so far: 223 hours

Screenshot after the jump: A puzzle well solved

Posted
AuthorJérémie Tessier

Now that the little side-area in State-1 is complete, I'm free to continue working on the main story. The room I'm currently working on has a puzzle in it. You have to piece together a story chronologically using computer terminals. It won't be perfect (you'll have to exit/re-enter the room to try again) but I think it'll work alright and keep the spirit of the game.

Currently working on: Continuing the story

Time spent on the project so far: 222 hours

Posted
AuthorJérémie Tessier

I've fixed two things about the UI today (and added some constants here and there instead of obscure int values to represent things, GEAR_BODY is way clearer than '3', although it takes more space to write). First, I've added an abbreviation of what each gear piece are, as they all have the same icon. It helps differentiating them a bit. Second, I've added a 'Remove All' button when you're customizing your gun. Whenever you break down to a lower state, your stats are taken down appropriately (Your maximum level is, after all, the minimum between your actual level, the number of infopacks you've collected, and the state * 10) so you might have gun parts stuck in customization slots that you can't use and there were no way to remove them, until now!

Currently working on: Continuing the story

Time spent on the project so far: 221 hours

Screenshot after the jump: Reworked interfaces

Posted
AuthorJérémie Tessier

Not much to talk about today besides a new tileset being started and death lasers! I had to make my death zones more deadly, because right now they only dealt Max(2,max health/50) damage per frame (ideal for slow deaths, like acid or the void of space), and that's quite not deadly enough for an instant death laser, so now my death zone can be provided a number of damage they deal per frame to override my usual idea. In this case, it's 999. Anyways, there's nothing you can do about the laser, yet.

Currently working on: Continuing the story

Time spent on the project so far: 219 hours

Screenshot after the jump: A ship's hull with a laser

Posted
AuthorJérémie Tessier

There were a few bugs to fix here and there, a few details I didn't know would become problems such as the horizontal doors blocking bullets above them and cutscenes getting stuck in weird places. Testing the whole game also made me figure that editing the save manually creates a bunch of weird issues. Maybe I should move away from using PlayerPrefs and write my own thing instead?

I'm not really happy with unity nowadays, it seems that for each successful update they make to their editor, the more sluggish and unresponsive it becomes. It's not fun trying to click on things but not having the click actually register. Oh well, kinda too late to change the engine right now ;)

Currently working on: Continuing the story

Time spent on the project so far: 217 hours

Screenshot after the jump: Another platform room

Posted
AuthorJérémie Tessier

It seems like my changes didn't break anything major. Doors that don't have to be interactive aren't, I've reduced the code pretty much everywhere and I had a few small glitches to fix but otherwise everything is pretty playable from start to - the very unfinished - finish. Now I suppose I can start adding new rooms to the game and finally progress forward.

Currently working on: Testing the game

Time spent on the project so far: 215 hours

Posted
AuthorJérémie Tessier

I think I've cleared out most of the fat in my code and redundant/useless stuff shouldn't be there anymore, making it easier to read and also making my job easier when I'm going to make new rooms. Tomorrow I'll test the whole thing to be sure that I haven't messed up anything badly, but otherwise I should be able to start making new rooms and progress towards new content soon!

Currently working on: Re-factoring the rooms

Time spent on the project so far: 213 hours

Posted
AuthorJérémie Tessier