I'm now above 300 hours of work on 100RTBD. This isn't much, if you take into account that I've started working on this about 6 months ago, and it's doubly not much if you gather that if it were a full job at 40 hours per week it would've took me less than two months of work to get where I am right now. I really wish I could devote myself full time to my passion of game making, but creating such project won't put food on my table, as they say, so I'll keep going at it one or two hours per day. Which isn't shabby, but still means that my next project is far away.

Currently working on: Continuing the story

Time spent on the project so far: 306 hours

Posted
AuthorJérémie Tessier

I changed the way enemies take damage today since the addition of the Red Capsule - a gun part that adds 20% of your damage as fire damage for now (I'm thinking it should convert it instead of adding to it) - now enemies that are immune to everything but fire (there are a few) have to be damaged by normal bullets with added fire damage. It wasn't too complicated, but now it works well. I've done a few rooms and now I'm at a challenge room where the player has to dodge bullets for X seconds.

I've noticed on my design map that the double-jump is coming soon, can't wait to code that!

Currently working on: Continuing the story

Time spent on the project so far: 304 hours

Posted
AuthorJérémie Tessier

This challenge requires you to kill enemies only with fire attacks. Much like the challenge that was tailored towards using the 'blade' skill, you only can use fire. If you didn't pick up the flame thrower, you could do this challenge by going to State-2 and acquiring two Small Molotovs, as they will be enough to defeat the flying fish enemies. Otherwise you'll need to explore the world a bit before you can complete this one challenge!

Currently working on: Continuing the story

Time spent on the project so far: 302 hours

Screenshot after the jump: A challenge of ice and fire

Posted
AuthorJérémie Tessier

I had to fix a little glitch with the way ice cubes worked. I had given them a circle collider in order to track if they were shot or not, but that wasn't required, as they already had a box in order to be solid, so I tweaked that a bit and now they properly break when shot and block your way otherwise. I've made three new rooms and next up is a new piece of gear.

Currently working on: Continuing the story

Time spent on the project so far: 300 hours

Screenshot after the jump: Bullets!

Posted
AuthorJérémie Tessier

With the ice gun now properly tweaked - and properly slowing down enemies - I can go back to the series of room that make up the game. At the current point in the game, the player has 25 InfoPacks, so it's a quarter of the way done, if you use that kind of thing as a metric! Only four infopacks to go, and there will be a new boss fight! 

Today's screenshot shows what the critical path looks like for that segment of the game, more or less.

Currently working on: Continuing the story

Time spent on the project so far: 298 hours

Screenshot after the jump:  Tracking and backtracking

Posted
AuthorJérémie Tessier

The ice gun fires snow balls that bounce on walls in almost predictable patterns. The fact that the initial trajectory is random means that it's a bit hard to aim with that weapon - a bit like the bomb that has a random arc and random shrapnel distribution - but it's power makes up for it and also the enemy-slowing ability. Against giant enemies it's also easy to use because you know there is a high chance the bullet will encounter the enemy in question. A few tweaks here and there and I'll be done with this weapon!

Currently working on: The ice gun

Time spent on the project so far: 297 hours

Screenshot after the jump:  Ice gun trajectory

Posted
AuthorJérémie Tessier

I'm still having a little issue with the way you jump in from rooms below where you're going. If you're holding a key while you're jumping, the character will continue its movement in that direction, if you're not it'll shoot you on the left or right side depending on where the hole is. In some situations, the character might fall back into the hole right as he jumps - especially if you're holding the 'wrong' direction. On the other hand, I don't want the character to 'pop' on a solid floor every time you enter rooms from below. I have to find a solution that works and won't frustrate players.

Currently working on: Room entering 

Time spent on the project so far: 295 hours

Posted
AuthorJérémie Tessier

The various ways you can move across the map and clear obstacles are acquired as you play the game and they allow you to skip certain doors in states where you couldn't get through. This door with a 20 on it will be turned into transparent blocks in State-1 and if you have the Ghosting ability, you'll be able to pass through it. Double jumps and C6 explosives work as well. These abilities will have some other properties  that aren't related to movement in the map such as being able to dodge enemy attacks and stun them/remove their armor. There is also the B&R engine, but that's much more of an endgame thing!

Currently working on: Continuing the story

Time spent on the project so far: 293 hours

Screenshot after the jump: A note about Ghosting

Posted
AuthorJérémie Tessier

There are a few items that allow enemies to drop items when you defeat them; otherwise the chance is 0%. That means that if you never find any such piece of gear, enemies will never drop items. I do think that most of them will be handed over to the player as he completes easy challenges and maybe in boxes placed on the critical path, but it's probably possible to beat the whole game without having any item drop.

I kind of want to make some gun parts / pieces of gear / even guns be drops from enemies, using the enemy cards, the player would see if he got a drop from a specific enemy. Even bosses will drop items! (Don't worry there's a way to re-fight all bosses!) I really love the drop-hunting aspect of games like the GBA/DS castlevanias and I wish I'll be able to convey that a bit in 100RTBD

Currently working on: Continuing the story

Time spent on the project so far: 291 hours

Posted
AuthorJérémie Tessier

I had some issues with the energy blade skill when I made this challenge room where enemies can only be damaged by it - but to compensate, the cooldown refreshes instantly. I noticed that the blade's box collider wasn't placed well and that if you died while swinging such a sword, it would still be attached to the character after he respawned. So I fixed these two things. I also played around with size values for the blade upgrades. That's usually how I test things to make sure they work. Let's say some buffs adds 2% to do something, I test it at 100% so I know it works, then I reduce it back to the right number. In the current case, I increased the size of the blades by 12x instead of 1.2

I also decided to drop my idea to make all the maps squares in one fell swoop, mainly because it would be more difficult to manage it. A thousand lines of code is a bit much, but at least if I'm trying to find room X,Y,Z, I know where to look, while a huge array of numbers would require more overhead just to figure out where is the data I want to use.

Currently working on: Continuing the story

Time spent on the project so far: 290 hours

Screenshots after the jump: A lot of blades and big blades

Posted
AuthorJérémie Tessier

Considering all the code I've written so far, there are plenty of spots where I could optimize it and make it easier/clearer for me to work on. The map module, for instance, is going to be a thousand lines just to define what the map is like if I continue the way it is right now. Instead of having one line per room, maybe I could just define the whole 10x10x10 vector of room types, room blocks and other things like that in one fell swoop. I think that's what I'll work on this weekend, it would also mean the beginning of my 'create all the content and then just build the game' idea...

Currently working on: Continuing the story

Time spent on the project so far: 286 hours

Posted
AuthorJérémie Tessier

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