After completing a few more rooms and creating the last enemy in the Zetta line, I'm not at the fight against Brigadier B²! All boss remixes feature similar tricks to what they've used in the first place, but they are now much more dangerous and difficult. You can fight them in the order that you want and you have a few more items/gear by this point in the game but the odds are still stacked against you. Go, Admiral A, fight these bosses!

Time spent on the project so far: 615 hours

Currently working on: Continuing the story

Posted
AuthorJérémie Tessier

Another endgame enemy was created today, the yottabot! This guy fire bullets in a dome pattern above itself. It shoots way more than the rotating spinning exabot, but these bullets can pierce solid ground, so they're more tricky to dodge. I've also added a challenge room where darkness slowly engulfs the room, I'm trying to have an effect of complete darkness taking over but using a ton of sprites slows the game considerably, so I'll work it out another way!

Time spent on the project so far: 613 hours

Currently working on: Continuing the story

Posted
AuthorJérémie Tessier

Not much done today, I've created that new ZettaBit enemy that attacks by charging at you invincibly. The Zetta and Yotta line of enemies are the toughest yet!

Time spent on the project so far: 612 hours

Currently working on: Continuing the story

Posted
AuthorJérémie Tessier

Today went well as well, I've changed some GUI elements - now you see which gun part you're hovering over when you're trying to change them - and I've made a few more rooms. I'm at the point where I have to create one of the final remaining six enemies of the game, described in my design doc as having a "long attack range", I wonder what I meant back then?

Time spent on the project so far: 611 hours

Currently working on: Continuing the story

Posted
AuthorJérémie Tessier

Today went smoothly, I made a bunch of rooms and for a single day, it was good progress. Usually, I'll make two or three rooms per 1-2 hours day, depending on how distracted I get and how much extra content these rooms entail. Today I've managed to make more than the usual, and it both increases the completion percentage on the game and it brings me close to working on actual new mechanics!

Time spent on the project so far: 609 hours

Currently working on: Continuing the story

Screenshot after the jump: Today's work

Posted
AuthorJérémie Tessier

The quest to get all Infopacks from 60 to 66 is quite a thing, both on the player's and on my side. You need to navigate a lot of rooms and fight six bosses (not just one, but six!) to get them all. And that doesn't even give you access to State-8, it's just to get the first six! I have no idea how long it'll take me to work all of this out, but I'll be doing my best!

Time spent on the project so far: 607 hours

Currently working on: Working on side areas

Posted
AuthorJérémie Tessier

Working on a few side areas today! I have this miniboss fight that is kind of a puzzle, I still need to work on it a bit, but it shouldn't take too long. The darkness gun is very powerful in State-7, especially since it keeps hitting enemies continuously. Maybe I should reduce its damage?

Time spent on the project so far: 605 hours

Currently working on: Working on side areas

Posted
AuthorJérémie Tessier

At this point in the game, the player has a few choices; the core route would be to breakdown six times and defeat the six bosses to get their infopacks, but you can also explore to get some optional gear and an optional boss fight. Since there are a few endings and pre-requisites to get the true ending in 100RTBD I think I'll add some kind of UI indication on the main menu when you have completed some part of these objectives! I'll get right to it when the first of these is coded in.

Time spent on the project so far: 603 hours

Currently working on: Continuing the story

Posted
AuthorJérémie Tessier

This is a bit of a Axem Rangers moment - from Super Mario RPG - where you get to a place after a boss and the prize is just up for grabs, but suddenly everything is robbed before your very eyes! Meet the Power of Two Program, a somber machination to create an improved version of the Security Seven. Where does it come from and why? Who knows!

Time spent on the project so far: 601 hours

Currently working on: Continuing the story

Screenshot after the jump: Thievery in broad daylight

Posted
AuthorJérémie Tessier

Six hundred hours in! Today I've established two of the core State-7 mechanics, the confusion ailment and the special ability of State-7 enemies. Confusion makes you move around randomly (I might add jumping too) and State-7 enemies can warp from spawn point to spawn point when damaged. This might get all tweaked out at some point, but that's how it is right now! Tomorrow I'll continue the story!

Time spent on the project so far: 600 hours

Currently working on: State-7 mechanics

Posted
AuthorJérémie Tessier

I've done a few things today! I've created the AirStrike skill and worked on State-7! Enemies don't have their teleport move yet - and the confusion status ailment isn't in either - but the brightness effect - to contrast the darkness of State-6 - is much less aggressive since it only builds up as you kill enemies!

Time spent on the project so far: 598 hours

Currently working on: Continuing the story

Posted
AuthorJérémie Tessier

Not much to say today! I've finished the General G fight and started working on State-7, the "light" world. I think that even if I don't want to get into annoying screen-covering effects territory like in the dark world, I'll have to make some kind of screen effect in order for this place to feel bright and flashy. I'll probably post a screenshot tomorrow or in two days, look forward to it!

Time spent on the project so far: 596 hours

Currently working on: Starting State-7

Posted
AuthorJérémie Tessier

Now I'm done with the General G fight and I'm working on what happens next, but it's also a pretty good time to release a new version of 100RTBD! A few hours of gameplay, about 36% of the final product, map-wise. Please try it out and tell me what you think!

YOU CAN DOWNLOAD IT HERE


Time spent on the project so far: 595 hours

Currently working on: Aftermath of the General G fight

Posted
AuthorJérémie Tessier

This is it! The fight against General G! It uses air strikes on an approximate fix of your location and they just keep on coming over and over until you defeat it. Each time it takes damage, the damage of the air strike increases! The balance isn't perfect yet, but it's going somewhere! I think tomorrow I'll release another playable version!

Time spent on the project so far: 594 hours

Currently working on: Boss fight against General G

Screenshot after the jump: Airstrikes!

Posted
AuthorJérémie Tessier

I'm here! I'm at the General G fight now! This should take a bit of time to work out, but it shouldn't be too bad. After that, State-7! Where there is light again and no annoying darkness effect everywhere. In my original design doc, General G uses air strikes rarely, relying more on gun attacks, but I've decided to make him use them heavily instead. That's more interesting.

Time spent on the project so far: 593 hours

Currently working on: Boss fight against General G

Posted
AuthorJérémie Tessier

Today I've worked on some arena fights. The arena is a specific room where you fight 5 rounds of random enemies for fun and profit. It's a good way to rack up experience - and for me to see how the game is balanced, I suppose. With that done, I'm almost done with darkness world for now! I think I'll release a new version of my game when I'm done with the General G fight.

Time spent on the project so far: 592 hours

Currently working on: Creating the arena fights

Screenshot after the jump: Animated map gif!

Posted
AuthorJérémie Tessier

Only four rooms the player won't be able to progress in right away. That's not too bad, and I'm trying to make it easy for the player to remember by not adding them to the map data (so they have an idea of where to go later on). I've also added the HUD Part A, a thing that tells you how fast your gun can fire. It's kinda useful! Now I'm completely done with the side areas - for the moment - so the story can continue! After the player collects the 58th InfoPack, they can go to the arena and fight a few rounds there to get the 59th! Then, to General G!

Time spent on the project so far: 590 hours

Currently working on: Making side areas

Posted
AuthorJérémie Tessier

While trying to complete the map, I've encounter an InfoPack I had forgotten about. A lot of questions came to my mind, such as "Why is that InfoPack here? How did I progress through the game without collecting it? Did I think it was lost and added another one somewhere else?". I don't want to replay the whole thing again for the fifth time while I'm already replaying it, but I'll have to figure this one out.

Why is there an InfoPack in that room?!?

Time spent on the project so far: 588 hours

Currently working on: Making side areas

Posted
AuthorJérémie Tessier

Didn't do much today, some other stuff went and disrupted my concentration, so I had to do other things instead of working on 100RTBD. This happens a lot recently. Maybe I should move the time when I work on it. Instead of doing it in the mornings like I do right now, maybe I should do it later during the evenings, when I have almost nothing left to do, but that would mean moving my gaming time to the mornings and stuff! 

Maybe I should try that.

Time spent on the project so far: 586 hours

Currently working on: Making side areas

Posted
AuthorJérémie Tessier

Regardless of what I've written yesterday, some side areas are completely fair game to work on, so I'm working on them right now! Currently making a challenge where you dodge falling computers - the theme of the room where it occurs is computers, if you'd been wondering. I still have no idea how long it will take before the fight against General G occurs, but I do know that I'm not wasting my time - although I'm not working on the main storyline - because a completed room is a completed room!

Time spent on the project so far: 585 hours

Currently working on: Making side areas

Posted
AuthorJérémie Tessier