Not much to talk about today! I'm almost done with that bit of the State-2 spaceship the player will visit at that point in the game. Then I have to create the State-3 version and after that, out of the spaceship you go! There is a door in the spaceship with the number 20 on it that turns into transparent blocks if you go to State-2 or below, it means that you'll be able to go through once you get the appropriate ability and that above State-2 you'll be able to just waltz in. There are a few doors like that in the game. Of course, when you get the B&R Engine later on, you'll be able to visit almost everything.

Currently working on: Continuing the story

Time spent on the project so far: 284 hours

Posted
AuthorJérémie Tessier

Buffs are a big deal in 100RTBD because they can let you increase your stats quickly in a pinch. While gear might also do the same job, some of it has positive and negative stats (+1 attack, -1 defense, for instance) and some might just be useful while providing no numerical bonus (like seeing the remaining health of your enemies). You can always use buffs to give that extra edge you need to defeat a tough boss.

I'm currently making another challenge room, but this time the reward will either be a gun part or a piece of gear. I'm also still thinking about making all the content now - enemies, items, skills - so I wouldn't need to bother with it much and could concentrate on making maps, but I'm still unsure.

Currently working on: Continuing the story

Time spent on the project so far: 282 hours

Screenshot after the jump: More buffs

Posted
AuthorJérémie Tessier

After re-reading yesterday's entry, I've been wondering. Are optional challenge rooms the best vector to give new guns to the player? It means that if you don't go through any of them, you'll only have the starting basic gun to tackle the world with. Some guns have better reach, some have elemental properties and some are just plain weird. I was going to say that it's possible to beat the whole game with the basic pistol, but that's not true since enemies in State-8 (Inver) are immune to damage and can only be killed by being healed, and that gun will be given to the player alongside the critical path. 

I feel that it's okay if I give away cool gear in such places, since challenges are bonus rooms with bonus content that player can live without - although new guns and gun parts are a pretty good reason to attempt them! There is also an achievement tied to the number of completed challenges, so that's that.

Currently working on: Continuing the story

Time spent on the project so far: 280 hours

Posted
AuthorJérémie Tessier

Challenge rooms are places where the player can try its hand at difficult tasks under specific conditions that he wouldn't otherwise find in regular gameplay. The reward for completing these challenges are sometimes impossible to obtain in other ways. Some challenges actually reward the player with new guns or gun parts, so they should be hunted down and completed whenever possible. All challenges will be designed to be beatable on the first go without specific  equipment, but such gear to make them easier will exist.

Currently working on: Continuing the story

Time spent on the project so far: 279 hours

Screenshot after the jump: A fiery challenge

Posted
AuthorJérémie Tessier

Here it is, the giant frog boss. It's actually named a Gigabit but it looks like a frog! All enemies in the game look like other things. My initial plan was to have them be all robotic in nature and all being iterations over other enemies (all enemies would be upgrades of each other) but as I wasn't able to make any kind of sprite art I would deem satisfactory, I've took the enemies in this free image pack.

Most of my work for enemies with special movement or attack patterns is dealing with the pause menu. I have to be careful because otherwise if you pause while the frog is hopping it'll just keep going up forever, for instance. Things like that.

Currently working on: Continuing the story

Time spent on the project so far: 276 hours

Screenshot after the jump: Giant frog

Posted
AuthorJérémie Tessier

There are plenty of story tidbits in 100RTBD, it's one of my first games with story after all! (Besides getting the treasure, getting the magic, running the guns and defeating Jason) So I hope people will be compelled to rummage around for information! But gameplay is important too, so I'm spending the time needed to make every system fun. Today I've created two new rooms and there's a boss fight against a giant frog coming up. Spoilers: It will jump over you and you need to get under it or you'll take damage. Throwing bombs might be good for this fight because the boss will be above you most of the time!

Currently working on: Continuing the story

Time spent on the project so far: 275 hours

Screenshot after the jump: Escape pods

Posted
AuthorJérémie Tessier

Making a new room, I encountered the well known issue of having to place some items in a chest. As of right now, the items aren't all programmed - only the ones I've added to the game are. It's giving me issues where I have to decide what item is going to go in a chest and that's informed by how complicated items are to be added in the game. Which item to add? Should I take one that's easy to code - like an usable item that restores some health - or something more complex?

This has lead me to thinking about the advantages of coding everything right now - new enemies, new guns, new items, new skills - so it'll all be done and I could just carry one with the story, placing items/enemies and things like that. It would make that process way faster, but on the other hand I would spend a few days/weeks just making items and enemies and stuff. I'll think about it! 

Currently working on: Continuing the story

Time spent on the project so far: 273 hours

Posted
AuthorJérémie Tessier

Meet the gigabyte! This little flying enemy tries to dash into you whenever it gets a chance, but it also can dodge your bullets the same way! Having enemies, bosses, skills and items behaving the way I envisioned at the beginning of this project is a core pillar of my design philosophy. Since I couldn't get the graphic style nowhere near what I wanted, I'll at least make it up with content and mechanics.

I've been thinking about the right time to implement controller support. It'd probably be only the Xbox 360 controller natively since that's all I have, but I had planned 100RTBD to play better with a controller... Maybe I'll spend some time on that this weekend!

Currently working on: Continuing the story

Time spent on the project so far: 272 hours

Screenshot after the jump: Meet the gigabyte

Posted
AuthorJérémie Tessier

Many bugs were fixed this weekend, things related to equipping multi-block gun parts over spots that are disabled and the way cards work. Now the menu has a better framerate than 10fps and the whole story for the cards is written. I've also changed the experience requirement for enemies and adjusted the knowledge they give when defeated so stronger enemies give more and take less kills to fully unlock. I'll keep on making new rooms and content tomorrow!

Currently working on: Continuing the story

Time spent on the project so far: 270 hours

Posted
AuthorJérémie Tessier

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