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New menu, performance and abilities | Devlog #003

vladzhukov Blog

Hello everyone! Since the last video I made some progress:

The most noticeable is that I changed the main menu. Now you can see that the camera is moving in space instead of particles towards the player.

The same applies for death screen -- you can see your score and button to main menu. I will probably remove this button later and the player would just click to get into the main menu.

As I wanted in previous video, I changed colors a bit. I didn't like that planets were too light and they messed with foreground object, so I made them a little bit darker and added some outlines for enemies.

You can see some "kind of fog" in the background which is just a texture spawned on the grid the same way as planets, nebulas, and stars.

Still working on GUI. In the next iteration, I want to add some sounds and change hover effect a bit.

Also added some performance plots to see what is happening when I see low FPS. For now, I just cut some slow parts and will fix that later.

Enemies now have new behavior -- they can follow you and then rotate around which is convenient for laser-connected enemies and snakes.

Last week I worked on controls a bit -- added maneuverability parameter for each ship and also maneuverability upgrade. With higher maneuverability, you would be able to change the ship's direction faster.

I limited number of side bullets and side laser upgrades, now it's simply 2 side bullets or lasers you can have at a time. If you pick another upgrade that will simply increase expiration time.

I spent a lot of time fixing some crazy bugs like infinite memory allocation due to integer overflow.

I made even more crates and now I have 9 crates in workspace including the main crate.

Huge thanks to my fist patreons: ozkriff and nikita, they will be able to play the demo of the game next month!

Sorry for being quiet last two weeks. If you are interested in my progress take a look at my trello board.

Thank you for watching. Follow me everywhere! Bye!

Twitter: Twitter

My asteroids like game Devlog #2

vladzhukov Blog

This week I added some new features and more types of enemies:
First enemy is ship with big pinball-like bullet which reflects from objects it collides with.

Andrey Lesnikov(Twitter.com) showed me his old game with some interesting enemies. Here you can see them implemented into my game: If enemies are close enough to each other then there are lazers between them . Currently they simply follow player's ship but I will make them rotate around

This week I added some small new features like:
* lazer length upgrade now.

* background becomes red when player's ship got hit

* explosion size now depends on asteroid's size. I also will work on explosion effect itself, because it looks really weired for big asteroids.

* Bullets reflection upgrade

* lazer gun now also affected by side projectile upgrade.

* And sound now becomes quiet if it's far away from player

Started working on menu:
GUI looks ugly at the moment, but it works for now -- You can select weapon and ship.
And as you may see here is also simple background particles move towards player.


Twitter: Twitter

Asteroids like game Devlog #001

vladzhukov Blog

This is very beginning of my game devblog and I'm excited to show you this week development progress


I started my project 3 month ago. My goal is to make 2d game along with my own small game engine for it(and my future projects).

gameplay

In my game I wanted to make destruction of asteroids even more funny than in classic game. That's why I implemented procedural destruction for asteroid

voronoiasteroids destruction

Also I was inspired by modern asteroids like games and implemented skills mechanics into the game:

Last week

I started this week with a health system rework. I wanted shields to regenerate and instead of regeneration for hull's healths I created repair collectables which are spawned from asteroids:

These collectables are green circles on this image. If your hull is damaged they will repair it. I will continue to work on health system only if it does not complicate the game. Also I added collectable temporal abilities into the game such as: side bullets for blaster gun, double coins and double experience. The idea behind this collectables is also to balance gameplay between killing enemies and destroying the asteroids.

I added new enemies such as snakes which you may see on the first picture, rotation behavior ships and rocket gun:

My plan for the next two weeks is to make playable closed demo.

I also don't know how to name the game if you have any interesting ideas please suggest!