Another room, challenge and piece of gear done, I don't think I'll replay the whole thing and release an intermediary version just yet; There's a clump of rooms I need to work on in State-7 before that'll happen, I guess! The new piece of gear heals the player whenever you deal damage to enemies, but it also halves your level. Like most gear in 100RTBD, there's a balancing act versus positives and negatives! If you're looking for positive-only stuff, gun parts are where it's at, but you can only equip a limited number of those.

Time spent on the project so far: 677 hours

Currently working on: Continuing the story

Posted
AuthorJérémie Tessier

Done with the General G² fight, so now I'm moving on new content in State-7. I have been wondering the relevancy of testing my game from start in order to release a new playable version; It's not a big secret that I don't think many people would play what I currently have - in fact I actively discourage any who asks, because I'm not a fan of 'early access' games and think that the final product would be the only good thing to try out - but at the same time, you can see the progress that was made. I'm still not sure myself, maybe I should just keep working on it for another while and release it when it's 50% done or something?

Actually, speaking of percentages, the map is 44% done but the main story is more like 66% over.

Time spent on the project so far: 676 hours

Currently working on: General G² Fight

Posted
AuthorJérémie Tessier

There are apparently no side areas you can explore at this point in the game, so I moved on directly to the General G² fight. It's very similar to the first one, but the room layout is different and the airstrikes are no longer random hits on the ground, instead they can form one of three patterns. It should be done by tomorrow, then I test the whole game and release a new playable version!

Time spent on the project so far: 675 hours

Currently working on: General G² Fight

Screenshot after the jump: General G² Fight

Posted
AuthorJérémie Tessier

I'm done with the re-fights for the Power of Two series and my skills seem to be holding up, I'll have a bit of tweaking to do on the black hole gun because it destroys most of the bosses very easily. Maybe lower the damage? Now that I'm done with all the boss fights (but one), I'll move on to the General G part of the story. I'm not sure if there are optional side areas you can go to before then, but I'll check that up tomorrow and work accordingly.

Time spent on the project so far: 674 hours

Currently working on: Checking for optional side areas, General G² Fight

Posted
AuthorJérémie Tessier

It's quite fun to work on core mechanics such as skill effects since it's pretty easy to do and it influences the game greatly. All basic skills are now baked in completely, awaiting some further testing and tweaking in the future. Now I'm working on these optional boss re-fights that you can do at 0-4-1. Should be done by tomorrow, I hope!

Time spent on the project so far: 673 hours

Currently working on: Skill levels + optional boss refights

Posted
AuthorJérémie Tessier

I've finished the optional boss fight and made sure the optional ending looked good, then I moved on to optional boss refights and decided to work on the higher level of skills you could get at that point; Doing so, I decided to add all skill levels already so they'll be there when I get at the appropriate level! Tomorrow I'll keep on working on the skill levels, then the boss refights, then move on with the story.

Time spent on the project so far: 672 hours

Currently working on: Skill levels + optional boss refights

Posted
AuthorJérémie Tessier

With more health and healing items, the optional boss fight is a bit more manageable, I've also worked in that optional ending as well, so this segment of the game will be done by tomorrow. After that I'll move on to some exploration bits! Probably new skill effects as well.

Time spent on the project so far: 670 hours

Currently working on: An optional boss fight + ending

Posted
AuthorJérémie Tessier

Today I've modified the way the game reloads when you die. Instead of bringing you back to the room you died in, it brings you back to the last room you have visited instead. I'm not sure if it works in every room (some rooms might have weird one-way accesses) but I think it's a good solution to the boss being too tough problem.

I've also created a new piece of gear for my convenience called the Speed Reader, when you use it all text boxes are automatically and instantaneously skipped, allowing the player to just play the game without having to read the story and/or allowing me to test boss fights much quicker than having to wade through six text boxes every time. The item isn't dropped by anything yet, but I'll incorporate it into the game at some point!

I've continued working on the Security Six optional boss fight as well, it's going well, but it's a bit too difficult. It's normal for this optional fight to be quite tough, but I wonder if it's because I'm always stuck at 25% max life with no healing items. Perhaps if I gather some more health, it would be more manageable...

Time spent on the project so far: 669 hours

Currently working on: An optional boss fight + ending

Posted
AuthorJérémie Tessier

Today I've coded the individual pieces of that optional boss fight and started testing them. It's not fully working yet, but most of the stuff at least seems like it won't take much work to fine-tune to my liking.

That being said, I'm realizing now that boss fights could be a potential game-ending trap for the player; It's true that when you revive, if you had less than 25% of your health, I heal you back up to that amount as a goodwill measure, but that's not always enough. What if you just can't beat that boss yet? What if you're missing a few level or some gear before you can attempt that boss? 

The game will always place you back in the room you last entered when you die. Should it place you in the room you left instead? Maybe that would be an easy way to fix this.

Time spent on the project so far: 668 hours

Currently working on: An optional boss fight + ending

Screenshot after the jump: Optional Security Six fight

Posted
AuthorJérémie Tessier

I decided to ignore what was in my design doc regarding this optional boss fight because having the six bosses fight you all at once as-is would be a nightmare of designing a proper fight arena, since they all used their environments in some ways. Instead, you'll fight "light" versions of these formidable enemies, which are still going to be challenging. I'm still not done with this fight - this will probably take one or two days - but it's going well so far!

Time spent on the project so far: 667 hours

Currently working on: An optional boss fight + ending

Posted
AuthorJérémie Tessier

The first part of the optional way the player can go right now that I'm going to work on is a boss fight against the six members of the Security Seven that you have encountered at the beginning of the game, when they throw "you" off a cliff. After travelling all around Plan-X and finally coming back there, you'll have to fight the six of them at the same time, then triggering one of the game's endings. I'm not sure what the endings will do, maybe you'll need to complete them for a specific achievement?

Time spent on the project so far: 666 hours

Currently working on: An optional boss fight + ending

Posted
AuthorJérémie Tessier

Today went pretty well since I'm not as sick anymore! I've made three new rooms, one new challenge and a new piece of gear! Tomorrow I'll finish up the challenge in question, then move on to a big exploration part of the game.

Time spent on the project so far: 665 hours

Currently working on: Continuing the story

Posted
AuthorJérémie Tessier

I'm finally done with the FirstClass F² fight and after having fought it so many times to tweak things up, I've done some rebalancing on its attacks. Now that I'm done with this, I can move on to the larger story segment of hunting down General G², which will probably result in me having to create a few more levels for skills and add a bunch of boss re-fights to the re-fight room!

Time spent on the project so far: 664 hours

Currently working on: Continuing the story

Posted
AuthorJérémie Tessier

I'm now at the FirstClass F² boss fight and it's almost complete, I only need to fix the movement code for the boss to make him more dodgy and it should be just fine. I'll probably release a new playable version of 100RTBD in a week or two when I'm done with the General G² rematch, look forward to it!

Time spent on the project so far: 662 hours

Currently working on: FirstClass F² Fight

Screenshot after the jump: FirstClass F²

Posted
AuthorJérémie Tessier

I had some issues with Unity 5 today. It changed some of my settings - mostly editor icons I had set for spawn points and room entrances - but now it also adds numbers when I duplicate my objects, which is kinda bad. I know I shouldn't use object names as their most important characteristic, but I do, so I have to rename my spawn points, for instance.

The game will look for spawn_point0, spawn_point0 (1) won't work. It's not too big a deal, maybe I could actually just correct this in the code, but still.

Time spent on the project so far: 660 hours

Currently working on: Continuing the story

Posted
AuthorJérémie Tessier

I had computer troubles today so I didn't get to work on 100RTBD as much as I wanted. I still managed to finish balancing up a challenge and created a new room. Still feeling a bit sick as well, this wasn't a great week for work on this project, but I hope next week will be better!

Time spent on the project so far: 659 hours

Currently working on: Continuing the story

Posted
AuthorJérémie Tessier

I lied, I still worked with shaders a bit today. I tried various things, distance-based shaders, mostly. It's interesting stuff, but not really what I want to 'learn' with 100RTBD. I more or less only want to make a huge world with a cohesive story and balanced progression that feels fun to play and explore, if I can manage to make it look weird or interesting in some way using shaders, that's good and all, but these aren't well spent hours. I'll probably keep messing around with these until I get an effect I'm satisfied with, but I really don't want that to take too much time.

Time spent on the project so far: 658 hours

Currently working on: Playing with shaders and working on a challenge

Posted
AuthorJérémie Tessier

I've messed a bit more with pixel shaders today, I've made this one that adds scanlines to the screen, they continuously move down and it gives a screen-like effect to the game that I think is kinda neat. I think I'll keep tinkering with these shader things but tomorrow I'll try and advance the game as well!

Time spent on the project so far: 657 hours

Currently working on: Playing with shaders

Screenshot after the jump: Scanlines?

Posted
AuthorJérémie Tessier

Today I didn't make more content for the game but instead updated the project to unity 5 in order to mess around with pixel shaders and try to give a more distinctive look to 100RTBD. I've barely scratched the surface, but I think I have a cool idea for how it would look like. It's probably going to be pixelated in some way!

Time spent on the project so far: 656 hours

Currently working on: Playing with shaders

Posted
AuthorJérémie Tessier

Today I've tweaked a few things after the Ensign E² fight and I've started moving on FirstClass F²'s rematch. A few rooms created here and there, but not much else to do. When I'm done with this specific segment, the game will open up quite a bit so I'll have more side area work to do, but for today this was quite simple!

Time spent on the project so far: 654 hours

Currently working on: Continuing the main story

Posted
AuthorJérémie Tessier