Still working on the fourth floor!
- Time spent on the project so far: 151 hours
- Currently working on: Starting the fourth floor
Still working on the fourth floor!
Today I finished the third floor and I was wondering how close I was to being done with Target 0; It's a bit rough, but I still have the fourth floor to do. I really hope I can manage to finish it all before the end of the year!
Today I worked on the side areas you can access in the third floor library of Target 0. Since the last few times I've seen Killer 7 in action were speedrun attempts, I didn't remember seeing these places. I guess one of them has another carrier pigeon and a Camellia Smile.
Today I worked on everything that happens after you finish the candle puzzle. You get the first Odd Engraving, you also can go to the bathroom to trip the sprinklers in order to flush the toilet, making the second Odd Engraving appear. You then use those to open up the path in the library. I really don't remember much about what's left to do past that, but it should be possible to complete in december. Wish me luck!
Today I finished the candle puzzle and the odd engraving acquisition. I also fixed a few bugs in the battle system. My goal is to have Target 0 - Angel completed before the end of this year. Then I'm not sure, but I feel like having the first level completely done is a good thing regardless of if I continue on with the rest of the game!
This weekend I worked on restoring Killer 2017 to what it was previously - before I lost my correct commit and had to rollback and mess everything up - it took about 4 hours, but now everything is back. I restarted working on the game today, what I added was the unlocking of padded doors by Coyote Smith, some bugs during combos that I fixed and now I started working on the Candle puzzle in room 212
I'm at an impasse of sorts right now. I worked on Boardungeon for the last two weeks and that was in unity 5.6 - in order to import the assets I wanted to use - and then I decided to upgrade Killer 2017 because why not. I hadn't commited my changes for a while, and upgrading was a crucial mistake; There is a bug in 5.6 that makes coroutines stop when you instantiate UI elements at runtime, which broke my battle system. I reverted to 5.4 and now all my progress is gone; About five to ten hours of work that I would have to re-do and I had a very very busy week so I couldn't hunker down and work on it. The thing that 'worked' with Killer 2017 was that it was a simple game where I made progress constantly. Now if I have to rework stuff - my scripts are all messed up because only half of my work was properly commited, it seems - my motivation will be way low.
I'm not sure yet what I'll do, but I'll keep this website updated with my decision!
Yesterday and today I worked on adding more content to the game. That's all that's left anyways! My design doc is getting cleared slowly. and I think I'll be able to add all the content I wanted. I still have about 5 room designs to add, another class - the priest - a few items and three more hazards.
Then, testing the whole thing, adding win/lose scenes and adding a few sound effects and music. Aaaalmost done.
Yesterday and today I added more items, mechanics and rooms to the game. It's probably all that I have to do before it's completed, but that's still a lot of work. I still think I'll be able to make everything work and add everything by sunday evening, but it'll probably take my whole weekend! Oh well! Making games!
To rescue the wizard, you need to unlock pillars shooting beams of light at their cage, how do you unlock these pillars, you ask? It's a secret!
Yesterday I worked a bit on procedural music generation. I didn't have much time to work on the game because of personal issues, and it's bumming me out a little. But this morning I had time to implement the "Bar" room and start adding floor spike tiles! Bars contain beer items that restore a little bit of your health and magic at the cost of making you drunk. Being drunk gives you a chance to randomly move on the wrong tile when you move.
Yesterday I worked a bit more on my title screen, added the unlocks page, the how to play page and all the necessary stuff to start a new run. Today I worked on systems to add new content and create a new item; the magic hammer. It squashes walls around you, allowing you to walk on them. I also added lists of everything I need to create, which I think I'll be able to implement all of it. I also need to think about music and sound effects!
This weekend I poured a ton of hours into Boardungeon, creating everything from dungeon generation to starting work on the UI. I also added keyboard controls because playing it with the mouse was a bit of a chore and not too fun. There's a lot of content integrated so far, like magic abilities, gold, potions and stuff like that. There is still six days left to the jam, but I'll probably have to cut my vision short. Either there won't be good music and sound effects, or maybe I won't be able to get all the content in. I'm still already happy with the state of the project tho, so it's not too bad!
Today I started working on Boardungeon, my entry for Procjam 2017. Procjam is a game jam about procedural generation. I'm making a rogue-like with board game elements where you roll dice to move around generated dungeons to try and escape before dying from fatigue, traps and other hazards. You won't have many options at first, but as you collect coins, you will have new tiles and room types to play with. This is the theory, at least. All randomness will be handled with dice rolls and I'm not sure what kind of algorithms I'll use yet to generate the board dungeons, but that's all I could work out in about two hours!
Today I implemented the combo system and the fire ring mechanics. Combos weren't that complicated to implement. Of course, it's not 100% done yet, I'll still need to balance everything out at some point, but right now they work, so I can continue with the rest of Angel!
Today I worked on the fire ring and designed its three abilities. I also implemented one of them. Next up will be combo implementation. Then I can continue with more rooms of Angel. I think that I'll be able to release Target 0 : Angel in 2017!
This weekend I worked a bit on Susie Summers's ring cutscene and the ring acquiring itself. Now that the player has two rings, K-Combos become available. I'm not 100% sure on their mechanics yet, but so far the idea is that when you combo, you switch to other characters and attack with them while giving them bonuses. You might not be able to control which enemy you attack, and I'm not sure if all characters in the combo will attack at once, but these are things I'll try.
I also want to make enemies stronger as you go to later levels. Heaven Smiles from Target 0 would be weaker than Smiles from Target 1 and so forth. I feel that there are not enough enemy types in Killer 7 to justify the power curve of a traditional RPG, and that's my answer to that.
Today I worked on extracting some more audio I needed and I also worked on the Dryer object where you turn it off, revealing Susie Summer with the fire ring in her mouth. I'll keep working on that next time!
Today I worked on the map system a little, not enough for my tastes. I'd say it's 90% like I want it, but the last 10% is going to take some more time. Oh well.
I'm having some issues with my map system now that I've added the stairs from floor 3 to 2, you can scroll the map too much in directions where there's nothing of interest. I'll work on fixing that tomorrow; either by making my map algorithm more intelligent - which seems like the best bet - or just changing the coordinates of each room so the actual middle of the floor is in the middle of the map. We'll see!
I also added the second Harman Room that allows saving; I had totally forgotten how far apart these are!
Today and this weekend I worked on the Celtic Building's third floor. The bathroom, library room and other places in-between. I'm wondering if I should add map icons for hidden pathways - I have some for one-way doors - but otherwise, things are progressing smoothly. I'll keep plinking away at 'Angel'!