I was a bit annoyed about how the P.R.I.D.E. system worked - achievements - because I had to enter all 12 levels by hand (how many things you need to do to get the different achievement levels) and that was a bit cumbersome. Now it's a flat growth curve, if you need 1200 kills to get level 12, while before it might have went 10, 50, 125, 300, now it will go 100, 200, 300, and so forth. Achievements aren't that important for a normal 100RTBD playthrough, but they have to be obtainable without frustrating the player too much, since you'll need 100% achievements to unlock some story ending stuff.

Also, the lightning gun isn't completely done yet, but I like what I have so far. It's not shooting chain lightning - maybe I could make it leave a trail behind - but it's bouncing between enemies and while it shoots slowly, I feel that it could be useful for certain rooms.

Time spent on the project so far: 439 hour

Currently working on: Making the volt gun and fixing the achievements

Posted
AuthorJérémie Tessier

Apparently, I had made a mistake where everything electric in State-5 was using the sprite of the volt gun ammo, so working on the lightning gun by itself messed up the sprites for most of the rooms I had made so far. I fixed that. I also added the finishing touches to the mini-boss you have to fight in order to get the volt gun. Next is making how it works, I think going through walls isn't such a big deal especially if it's slow to fire and doesn't do much against single enemies.

Time spent on the project so far: 437 hour

Currently working on: Making the volt gun and fixing some sprite errors

Posted
AuthorJérémie Tessier

Should chain lighting go through walls? Maybe if it was a skill you would use that shot lighting I would allow it, but a gun you can just fire nonstop? Maybe not a great idea. I'm still unsure if the toxic gun is fine so I really don't want to open the can of worms that a gun shooting bouncing electricity from enemy to enemy through walls would represent.

Time spent on the project so far: 435 hours

Currently working on: Moving on with the game

Posted
AuthorJérémie Tessier

State-5 is pretty story-less so far. It's about in the middle of the 'critical path' of the game, so a lull in story beats doesn't bother me too much. I have to say, still, that the lack of treasure chests and other rewards is starting to bring me down a little, since all I'm doing is exploring around and finding nothing good for my troubles. Don't leave me hanging too long, past version of myself writing a design doc without knowing anything about what the game is going to be like!

Time spent on the project so far: 434 hours

Currently working on: Moving on with the game

Posted
AuthorJérémie Tessier

Three more rooms done today! A mini-boss fight against a giant megabot is the last thing I'll have done, and I enjoy making mini-bosses. They're not as complicated as the actual bosses of the game but I can get creative with what they do - after all, fighting against a bunch of giant enemies with no special attacks or no variation in what they do would be boring. The giant megavoltbot, for instance, will warp into specific spots of the map and, a bit like donkey kong, it'll shoot bullets that roll around the floor and drop on you.

It's more interesting than just fighting a giant enemy stuck on the wall that fires in a straight line while waiting for you to destroy it! I'm a InfoPack 43, so we're about 1/3rd done with State-5!

Time spent on the project so far: 432 hours

Currently working on: Moving on with the game

Screenshot after the jump: Mini-bosses ahoy

Posted
AuthorJérémie Tessier

Today I've added the challenge room where you kill enemies while chain lightning moves between them. You have to be careful because the lighting deals very high damage and it moves kinda unpredictably. I've also been a bit surprised that the basic UnityEngine.Random.Range(min,max) function returns between (min,max-1) rather than (min,max) as I expected. I wonder if I'll have to change many other things!

I've also noticed that the player skill level could get to 3 around that point in the game, so I added level-3 functions to the various skills, that meant noticing that there are no altars/pits in state-5 so far and because of that, the teleport skill is a bit useless, and the player is stuck there without any options to go back and try its hand at earlier challenges. I fixed that and tested all skills, fixing a few glitches here and there, things are going smoothly.

Time spent on the project so far: 431 hours

Currently working on: Upgrading the skills and moving on with the game

Screenshot after the jump: High-voltage challenge

Posted
AuthorJérémie Tessier

I've fixed the whip because it was acting very weird. It's not an important part of 100RTBD but I still took a few hours making that whole #igavania special thing. Just so you know, you'll need to get to 5-10-5 and then - usually by arriving from the top entrance and killing the enemy to your right without moving - you input the konami code in reverse (Enter, A, B, Right, Left, Right, Left, Down, Down, Up, Up) and the barrier to the right should break, allowing you to fight a teleporting, fireball launching boss. Then you get the Whip Module that turns your gun into a whip-like attack.

But now that it's done, I'm moving on with the rest of the program, mainly collecting the infopacks in State-5 and all that!

Time spent on the project so far: 429 hours

Currently working on: Moving on with the game

Posted
AuthorJérémie Tessier

"Igavanias" as they're called on his kickstarter page, are the specific kind of metroidvania you had, starting with Symphony of The Night, moving forward to every other castlevania game I've played on DS. The Arias and the Portraits, what have you. They're my favorite genre of game, from all the genres. And that's pretty much why I've began working on 100RTBD, because I hadn't played one of these in forever and I wanted to make one that would be enjoyed by people. RPG elements, exploration, items and skills and achievements and what not.

All because of my love of Metroidvanias. This was of course my main inspiration behind 100RTBD, and I hope it'll be a good 'one of these', with as much originality as I can.

So donate to Iga's kickstarter! I'm all for it and I hope the project will go smoothly - as I know these things can go sideways, but I have faith in the result.

And as for myself, I'll keep on making my robot game with the world shifting and the weird story and now a special room where you'll fight an optional boss!

Time spent on the project so far: 427 hours

Currently working on: #igavania special

Screenshots after the jump: Secret room and special whip

Posted
AuthorJérémie Tessier

You can now equip as much G.E.A.R. modules as you want at once, stacking their advantages and inconvenient together in order to play Admiral A as you want it. I'm still not sure about the actual balance of these items right now since it clearly provides a big benefit just to equip them all at once. Maybe adding drawbacks to all of them is a bit intense, but I'll think more about it in the future.

I've also added some info on the stat screen, now you actually see your 'real' stat, modified by the gear and items you're using, it's valuable information, I think. I have to move forward with the game now, but I have skills on my mind. How can I make them more usable like I did with gear? I sure can't make it so you use them all at once every time..

Time spent on the project so far: 425 hours

Currently working on: Continuing with the story

Screenshots after the jump: New gear screen and new stat screen

Posted
AuthorJérémie Tessier

Cool Glasses protect you against status ailments and also stop the dialog boxes from being all messed up. Creating this piece of gear, I can't help but feel that every piece of gear is very situation-dependent and therefore the player will never be tempted to switch them around when he finds one he likes. Or he just won't care because it's not having a big impact.

Instead of individual pieces of gear, maybe these could be modules you equip with positive and negative effects, and you can equip as much as you want, so you wouldn't have to switch around between them for no reason. I wonder if that's a better system? Maybe! I'll try it out and see how it turns out.

Time spent on the project so far: 422 hours

Currently working on: Continuing with the story

Posted
AuthorJérémie Tessier

Are skills useless? This is a question I've been wondering for most of my time playing the game this morning. Although they have useful effects, like killing enemies you otherwise wouldn't get at, or protecting you from damage, or stuff like that, I feel that it's quicker to just use the toxic gun to kill everything than to take the time to use skills properly. Is this about skills or about the toxic gun again?

I suppose that if the player finds one skill that he likes and runs with that, it should be enough. Some people might enjoy the shield skill, others bombs, etc. Also there is equipment that can trigger skill usage automatically whenever you attack, so it's not entirely lost.

But is this about the toxic gun again? Maybe I should change it so instead of exploding in a 360 hail of bullets, it just explodes it front of itself? That way you couldn't clear a room just by firing. But then it'd become not much than a spread shot...

Time spent on the project so far: 421 hours

Currently working on: Continuing with the story

Posted
AuthorJérémie Tessier

I'm STILL having trouble with the toxic gun and the way enemies take damage multiple times from the same source whilst I wish they wouldn't. I think I fixed that by increasing the invulnerability timer for giant enemies a bit and by tweaking it so all sources of damage don't trigger it. If you attack with certain gun parts equipped, you'll trigger more than one call to the 'take damage' function, since each damage has only one type (fire, ice, etc.) and you can deal multiple types per hit.

I've also increased the health of enemies a bit.

Time spent on the project so far: 420 hours

Currently working on: Continuing with the story

Posted
AuthorJérémie Tessier

Enemies are dying too fast to the toxic gun. I figured it was because their invulnerability period wouldn't trigger after they got hit, and fixed things around. I do want that gun to be fun to use, but like I said earlier, I don't want the player to just stand around and shoot down a whole room in seconds. State-5 is going okay, I'm a bit finicky to add boxes with treasures in them because there hasn't been any new piece of gear or item in a while. Then again, killing enemies will yield gear and items at a later time.

Time spent on the project so far: 418 hours

Currently working on: Continuing with the story

Posted
AuthorJérémie Tessier

A lot of work has been done on 100RTBD this weekend, mostly making new rooms in State-5 and tweaking enemies and skills. I've tweaked the poison gun yet again because while it has to be powerful enough, I don't want the player to be able to just shoot into a room, waiting for everything around to die. State-5 is full of electricity, so there's that to watch out for! There is also plenty of static electricity around and the dialog boxes get corrupted a little, I'm probably going to add a piece of gear to prevent that, for the people who want their text boxes proper!

Time spent on the project so far: 416 hours

Currently working on: Continuing with the story

Posted
AuthorJérémie Tessier

In State-5, enemies can't inflict status effects on you - like the fire, cold and poison of previous states - but when you hit them, they can get supercharged, which speeds them up until they die. That being said, they're weak to poison damage, and the poison gun is really good right now, so it's the way to go.

The electricity in the air of State-5 messes up most electronic systems, so text boxes might act a little weird! There is also actual lightning around, instead of dripping poisons and flames moving around. 

Time spent on the project so far: 412 hours

Currently working on: Continuing with the story

Screenshot after the jump: A scene in State-5

Posted
AuthorJérémie Tessier

The fight against Ensign E is over and the elemental blast skill is more or less done as well. I'm changing the way it works - and I'll have to change the slot machines as well because there is a bit of overlap between the two  - but it didn't take too much coding around. Now I'm working on the yellow-tinged State-5, home of electricity and overworking computers.

Time spent on the project so far: 410 hours

Currently working on: Starting work on State-5

Posted
AuthorJérémie Tessier

Boss fight design is pretty fun since bosses are miniature puzzles that test your ability to do something. Most of the time, it'll require you to recognize patterns and be able to act upon that information. Other times it's pure execution. Sometimes it's a mix of luck as well. The boss fight against Ensign E is quite straightforward; He's in a rotating metal box that protects him from shots - except in two slits - and he's firing a barrage of elemental blasts at your current position. Not entirely what I had in mind when I first started working on 100RTBD, but it feels okay in my book

Red blasts heal him, blue blasts allow him to an extra attack, yellow blasts increase the speed of the rotating wall for a while. When the player will get the Elemental Blast skill, these effects will change a bit but the spirit will remain there. I'm a bit curious as to how the actual targeting will work. I could make them home towards enemies, like Ensign E's do.

I've also split the controller_script.cs file into a bunch of smaller ones. Monsters, Guns, Items, etc. They're all now in their respective file, so I'm moving towards the 'one class' per file ideal scenario.

Time spent on the project so far: 407 hours

Currently working on: The fight with Ensign E

Screenshot after the jump: Boss fight with Ensign E

Posted
AuthorJérémie Tessier

Design documents are sometimes wrong. Well, in my case I haven't got the slightest clue about writing them, so they are quite wrong indeed. Ideas are easy to come by and translating them to code is a bit harder, even more hard is to write a doc that will talk about a good, fun game that represents your vision. I try to follow what I have written for 100RTBD as much as I can, but it's not always good to do so.

For instance, elemental blasts should have elements and either deal more damage, freeze you, or bounce between enemies. I find that a bit boring and instead I'll make them break into different patterns by default. Maybe the elemental effects will be added after that. The fight against Ensign E has started and already the toxic gun has proven too strong, dealing multiple hits per shot. I have to tweak the invincibility period of enemies a bit. To do so I've removed the 'monster' class out of controller.cs - my controller class file is littered with other classes that should be in their own files.

Time spent on the project so far: 405 hours

Currently working on: The fight with Ensign E

Posted
AuthorJérémie Tessier

I've created two more rooms this weekend and one was, according to my design docs, going to be a 'maze' of some sorts. Now I don't know if you've seen the size of the rooms in my game, but they don't fit mazes easily. Making bigger rooms could have been a chore, but instead I just decided to zoom out the camera - shout out to Axiom Verge who did the same thing in some spots - so now I know how to make bigger rooms for more epic scenarios. For instance, if at some point in the game you were going to fight, for instance, the whole of your crew at once, it probably wouldn't be in a small-ish room.

Next room is the boss fight against Ensign E. He shoots elemental blasts I think, whatever that means.

Time spent on the project so far: 404 hours

Currently working on: Moving on with the story

Screenshot after the jump: A larger room

Posted
AuthorJérémie Tessier

I've spent a bit of time messing around with the toxic gun because the idea of cool, useful weapons - opposed to so-so weaponry with horrible drawbacks - opens a bit more doors as to how I'll design them. But I think I have something I'm okay with right now. A very useful gun, but not too overpowered.

So I'm continuing with the maps I have left in State-4. It's pretty soon that another boss fight will be upon me and that afterwards you'll move to electricity land! That being said, being at State-5 (out of 10 possible states) doesn't mean I'm 50% done, sadly.

Time spent on the project so far: 401 hours

Currently working on: Moving on with the story

Posted
AuthorJérémie Tessier