So far I was building cards by hand, meaning that each entry in the card table was created like so:

allCards.Add(new Card("octobot","/enemies/base/octobot (2)",false); //Repeat 289 more times

And that was quite annoying and frankly, could be optimized into three loop statements. I've done so, and discovered to my great surprise that I didn't have 300 different enemies, but rather 270, 10 states * 9 enemy ranks (I thought I had ten) * 3 types of enemies. Therefore, my exp calculations to get to ten thousand weren't accurate. Therefore, now bosses give 68 experience instead of 50 and the required enemy kill count is now 32 instead of 30. 

I've also used that opportunity to show the whole card menu as it will appear when you've defeated all the enemies in the game. That lead me to notice that the framerate in it was atrocious, so now I'm fixing that. It'll allow me to see how much space I have for the backstory of this game as well, since it's stored on cards.

Currently working on: Continuing the story

Time spent on the project so far: 265 hours

Posted
AuthorJérémie Tessier

New enemy types are always fun to add to the game and it doesn't take very long to do so because they are more or less following set templates and patterns. The gigabot, for instance, is a stationary enemy that shoots two bullets in the general direction of the character with a certain random variance. The megabot is already a stationary enemy that shoots, so I copied its prefab and modified it until it was a new enemy completely. 

Then I create a new type of bullet patterns to reflect the proper 'aiming' towards the player. Done!

Currently working on: Continuing the story

Time spent on the project so far: 263 hours

Screenshot after the jump: Meet the gigabot

Posted
AuthorJérémie Tessier

A good example of the kind of change you can expect to see between the various states of the world in 100RTBD is that spaceship at the bottom corner of the map. When you get to it, there is a device aimed at it that isn't working because the whole system is frozen. However, not for the fact that it was frozen, you never could have gotten to that point in the map. So you use a breakdown pit and now everything is on fire. The fire is also preventing the device from working, but you can explore a bit and find an InfoPack in a section of the fiery map.

You breakdown once more and the device is working properly, but the path you've taken to get there is sealed, so there, you can go into the ship. That kind of situation happens in plenty of various spots in the game and it will become even more of a core mechanic once you get the B&R Engine, later on.

Currently working on: Continuing the story

Time spent on the project so far: 262 hours

Screenshot after the jump: Busting spaceships with acid

Posted
AuthorJérémie Tessier

Twenty-three infopacks done, only sixty seven to go and the game is completed! I jest, 100RTBD is much more than collecting a hundred infopacks, actually you won't need them all to complete the main story of the game, I couldn't say on the top of my head how many you'll need, but it's not all of them. However, if you're curious about the story and lore of this game, you'll try and get them all to get the 'best' ending. Much of the story is optional in my game, but you'll be able to seek it out if you explore and read documents left around. I just don't want to force-feed it to people and be really hamfisted about obvious plot twists and story elements.

Currently working on: Continuing the story

Time spent on the project so far: 260 hours

Posted
AuthorJérémie Tessier

A few rooms were done during the weekend and I also implemented the holographic number projector - a device that allows you to see how much damage you're doing per hit with your various weapons. It's a bit useless to show how much damage the player is taking since you can see your hit points and do the map yourself, but for enemies, it's kinda useful. Also helps you see the effect of all your gear stacked on itself.

The way to the bottom of the planet is done in the ice world, but then you encounter frozen devices with allusions of them being designed to melt down the hull of a spaceship, the only way to get to the bottom of this is to breakdown a few states and then explore!

Currently working on: Continuing the story

Time spent on the project so far: 258 hours

Screenshots after the jump: Outside a ship and the map so far

Posted
AuthorJérémie Tessier

I settled on adding four small ice blocks between you and the boss, if you don't shoot them, they will block four hits from the giant ice worm, giving you plenty of time to hop and shoot. For winning, you get the 22th InfoPack of the game. Only 78 to go! Now I have to program the bit where the holographic projector gun part actually works by displaying the damage bullets deal.

Currently working on: Continuing the story

Time spent on the project so far: 253 hours

Screenshot after the jump: Giant octocryobot fight

Posted
AuthorJérémie Tessier

I fixed the way that multi-block gun parts work and now I'm working on a giant ice worm boss. Since giant enemies are just enemies oversized, the snow whirl that surrounds it will be scaled up as well. It'll be impossible to avoid the snow whirl and therefore the player won't be able to jump very high, thus bullets will always hit the player. That's not really desired gameplay mechanics, so I'll figure out something. Maybe sliding ice blocks that you can jump on?

Currently working on: Continuing the story

Time spent on the project so far: 253 hours

Posted
AuthorJérémie Tessier

Today I worked on gun parts that take more than once block of your grid in order to equip them. They'll be stronger and/or have special abilities that you can decide to use instead of a bunch of smaller gun parts. As your level gets higher you'll be able to equip more/better gun parts. I think my code is going to work for all types of parts, but I'll get there when I make them!

Currently working on: Continuing the story

Time spent on the project so far252 hours

Screenshot after the jump: Multiblock gun parts

Posted
AuthorJérémie Tessier

I've re-worked the challenge system a bit so they're easier to create and I don't have to remember numbers that don't mean anything at first glance. I've also created another challenge where you have to go to the end of a room in 10 seconds while avoiding the snow whirls. How do I decide the time required for challenges? Usually, I'll just time myself and round up, I could do this challenge in 6 seconds, so 10 seems like a good fit. You don't have to do challenges right away and there are items to make them easier, so just come back later if you're having troubles!

Currently working on: Continuing the story

Time spent on the project so far: 251 hours

Screenshot after the jump: Chill challenge

Posted
AuthorJérémie Tessier

I advanced the story quite a bit, creating a few maps and adding enemies and things like that. The frozen world is a bit less dangerous than the fire world since there isn't fire everywhere. On the flip side, frozen blocks are in your way and enemies can still chill you by being too close with their snowstorms. 

I was having issues with the kilobits - half-spinning blade enemies that go back and forth on platforms, switching to go towards you - since my spawn points in-editor are diamonds and I can't place them properly, so what I did is in their start() function I check if they're the closest they can be to the ground, and if they're not I move them towards it. The results are pretty good so far!

Currently working on: Continuing the story

Time spent on the project so far: 249 hours

Screenshot after the jump: Ice sculpture and kilobits

Posted
AuthorJérémie Tessier

The ice world unlocks a bit of the map that you weren't able to see beforehand via breakdown pits. To get there, however, I have a few maps to make that are in the way - there are also two infopacks to collect - so that's that. I wonder if I'll be able to finish this game in 2015, probably not? Making one or two rooms per day - sometimes less, sometimes more - three hundred and sixty five days would yield between 300 and 600 rooms out of a thousand. If you add boss fights, new items, skills, etc... Yeah, maybe a 2016 release is more realistic? I'll keep releasing playable versions each 100 entries as well!

Currently working on: Continuing the story

Time spent on the project so far: 245 hours

Screenshot after the jump: Another room in frozen lands

Posted
AuthorJérémie Tessier

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