Divine Awakening: June Progress29/06/2021
Progress has been all over the place lately. Mostly because I'm not entirely sure how to go about designing the level layout. When I have attempted to work on it, I've been sidetracked trying to balance out enemy hp and weapon damage, etc. etc. I suspect the first level's completion is still at least 6 months away. At this point, things are taking too long, and if I find myself spending too much longer on level-specific things, I will be simplifying my game in order to finish it before life gets in the way. Hopefully this year I will completely finish all of the "backbone" content, such as menus, cutscene controls, etc. etc. Thankfully, those things are all *nearly* finished.
- Several new enemy designs are completed or WIP.
- I have created a tentacle node which animates itself according to custom parameters. This will save a lot of work animating tentacles/tails/etc.
- I have begun work on cleaning up and optimising my code, mainly clearing up clutter and commented code I'm not using anymore.
- Weapon special attacks are more or less completed, and an ability configuration is now stored and read by the game. A configuration menu is WIP.
- Enemies worth a certain score value now drop gems which can further increase the score when collected.
- I finally have a way to use pathfollow nodes with enemy movement. Each path will be stored as it's own scene to use like an "add-on" to enemies.
- The weapon levelling system is more or less complete: Dying reverts the players level by 1 until it is the same as the game level, and weapons level up according to score increases since their last death or level change.
Divine Awakening: May Progress
Things are progressing slowly but surely. Here's a list of things completed since the last post
- Scoring system: the combo system is more or less complete - use many weapons and a score multiplier goes up.
- Cutscenes: triggers are finished, and the story has been pretty much planned out.
- The level boss has animation, AI, and the beginnings of a dramatic death.
- Sound effects are currently done by sending a signal to a "sound controller" that plays the right sound. I've made it possible to play looping sounds now.
It's hard to deal with so much at once, but I'm chipping away at it. I'm trying to make a set of functions that I can reuse, for things like explosions or firing bullets, to save myself work in the future. I might break down some of them here at some point.
Divine Awakening: Progress
There is much to be done before a demo (alpha? beta?) version can be released. I've listed the main things to be done below, but of course more little things pop up here and there.
- Scoring system (combos, reactions, weapon levels)
- Cutscenes (triggers, dialogue, animation, etc.)
- Enemy layouts and tweaking
- Level boss
- Sound effects
Divine Awakening: Page updates
This part of the site is getting major updates now that my game is approaching a marketable state. Most of the links at the top don't work at the time of writing, but I'll be adding to them in the coming days. As for the progress on the game itself, it's still early days but hopefully sometime in the next few months I'll have a demo containing the first level finished and available for download from this site.