Day 6 - Where grown men break...
We're running to the finish line here, and there's still so much to do...
I've managed to put together a version for anyone generous enough to give it a spin!
Game Demo
Known issues:
- Always run a 16x9 resolution for this build.
- Do NOT used the escape cheat. It worked for everything up until I implemented the end of game (the game will still work properly, but killing the boss won't lead to the victory if used...)
- Some of the instructions in the tutorial may appear misleading currently.
- The Torch feature ("3") is not present.
- Monsters color swaps had an issue and all show up as their own color...
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Progress Report
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- Victory and Defeat screens or dialogue -- I have a Victory screen! (however bland...)
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- Ball of light for the intro -- Yeah.. eh... it ain't gonna happen at this point.
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- SHADES (enemy type) -- All taken care of (finally).
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- Light/Torch mechanic -- Mechanic is in place for GPIs, but not for the character. I think I could do without if needed, but it might give some issues to people when faced with certain waves...
[/font][/font][/color][color=rgb(40,40,40)][font=arial]- Additional Ruin stages -- Arted AND functional. Finally... Been tweaking the stats to make them work, but time is lacking, so I'll have to let it slide...
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- FX (particle effects) -- Still missing something for the evolution and devolution steps. I like the visual that lead me there, but I'm just missing that 'omph'.
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- Gamepad support -- Doubt I'll have much time for this...
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+ whatever I may not have in mind right now...
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- Spawner now works properly, with placeholder waves at that and one that leads to the victory screen. Still need some level design work, but it's not going to happen overnight.
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- Block player from exiting level! - Fixed. Could be a problem in some resolutions though...
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Things I'd like to get done before final delivery:
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- Fix levels
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- Torch feature ("3")
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- Simplify tutorial (too much text) and quicken the pace
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- Streamline explanation for the 3 types of ruins (Ruins, Temple Ruins and Idol) in such a way that people understand why each is important.
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- Fix the cheat (I intended on having this cheat be usable for retries)
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- Remove the 'worker' component from Idol. It leads to some abuse in the intro
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- Fix Monster color swaps
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- Determine whether the Idol should be move-able or not (possibly revise where it spawns too)
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- Modify the Ranged attacker's AI
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- Add an Audio mute/unmute button
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- AddFX to evolution and devolution (particle effects)
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- Actraiser ball? (one can always dream...)
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- Joystick support (eh)
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- Scoring?
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- Fix an issue with homing balls that seek to shoot at Shades (and they simply can't)
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- Fix enemy Swords and Bows collision boxes
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- Add a GPI that can draw bonepiles and collect them in lieu of the player.
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*Address any major feedback I might get from the build!
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Obviously, little of that will get done by day 7's end if any!
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Discussion