Here's to another project! The Procedural Generation Jam is also something that interests me and I've started working on my new title for this one - Area 15:51:51, a game about time, procedurally generated rooms and hazards, and some vibe of survival horror - well, that's my goal at the moment! Can't say how good I'll manage to make this game, but I'll work on it this week! For the exceptional reason that I haven't been playing any games lately - only working on them - there won't be any game review today. Sorry!

Posted
AuthorJérémie Tessier

I'm almost almost done! Today I've done nothing but create enemies. I'm at fifty of them now! I've decided to test out the game and some stuff came up with balancing and adding a new stat - bonus damage - because enemy health keeps climbing up and your spells don't really get more powerful. I'm still tweaking things here and there - and I think that fifty enemies might be enough, so we'll see if I'm done by tomorrow morning!

Posted
AuthorJérémie Tessier

Today was all about content creation! I've mainly created the 33 spells you'll be able to use and more or less defined their effects. Balance is out of the question yet because that's related to how enemies will be created and I'm not done with them at all. Tomorrow will probably be more about enemy creation and balance. The core level-up path is kinda done too, but I'll probably keep it simple - have only a few bonuses that loop every Xth level or so.

Posted
AuthorJérémie Tessier

The core loop of the game is more or less established now; Throw darts, cast a spell, get attacked by the enemy, continue until either of you die. If you die, it's game over, you can only restart the game at that point. If the enemy dies, you level up, get a random bonus from a slowly growing list and a new enemy appears, growing in strength and in abilities as you go.

Posted
AuthorJérémie Tessier

I thought about how I could figure where darts have hit the board and my first idea went to a separate texture used to keep sector IDs encoded in color data. I've spent about two hours making it using Paint.net and the result is aesthetically pleasing, if I say so myself!

Posted
AuthorJérémie Tessier

Hey there! This is my first Entry for the NES Box Art Jam, a gamejam based around the concept of picking a NES game boxart and making a game around it, without knowing what the original refers to in the first place. I've downloaded a set of all the boxarts and it didn't take me too long to find one that interested me...

Posted
AuthorJérémie Tessier

The Brigadier B² fight is over, so I'm moving on with the State-5 part of the current story arc. I'm looking at the map of State-5 and there is a lot of terrain the player will have to go through before they find the 62nd InfoPack (well, in the order that I'm going right now, you can go and find the 6 of them in any order) and there is vast potential for sequence breaking and other things that I have to be careful for.

On another subject, there are three gamejams I plan on participate in November, all hosted on itch.io. The NES Box Art Jam starting this sunday, the Procedural Generation Jam starting on the 6th and the Loading Screen Jam starting the 27th. During these jams I probably won't work much on 100RTBD, but the idea of taking a few weeks off and making smaller games here and there appeals to me very much.

Time spent on the project so far: 619 hours

Currently working on: Continuing the story

Screenshot after the jump: Brigadier B² fight

Posted
AuthorJérémie Tessier

I think the fight against Brigadier B² is almost done. The balance between a 'tough' boss fight and a 'cheap gimmicky pattern based loop' is fine, but I guess I have managed to do good by it. I didn't have much time to work on it this morning anyways, so not a ton of progress was made. But I'm sure that by tomorrow I'll have something good!

Time spent on the project so far: 617 hours

Currently working on: Brigadier B² Boss Fight

Posted
AuthorJérémie Tessier

The Brigadier B² boss fight is going well! I hadn't planned it to be 'simpler' than the initial one, but it sure is looking up to be that way! While the first one was walking and jumping around occasionally throwing bombs, this 2nd version just flies across the room at various heights and drops explosives on you. It should be done by tomorrow!

Time spent on the project so far: 616 hours

Currently working on: Brigadier B² Boss Fight

Posted
AuthorJérémie Tessier

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