I haven't summoned the courage to see if he's gonna do all the art yet, but I'm getting there. Once I've got him locked I'll share how you can check out the good junk he does.
Wyatt White
More hoodie than human.
This post is going to be mainly about the new additions to Doomer's visuals, but I wanted to take a moment to point out that today (technically yesterday at this point [wow it's early]) marks Doomer's 6th (count them, six) calendar month in development. That doesn't mean it's been in development for six months, which will be true on the 8th of Febuary. Should I have waited till the actual 6 month anniversary to mention anything? yea, probably, but do you know what's better than one celebration? TWO! So here's a little gift from me to. . . well, me.
So! Anyway, in the last few weeks I've been trying my best to be working on mechanical changes less and focusing more on effects. I've completely restructured how most of the sprites are called, eliminating the strange performance issue's we'd had. This also grants us significantly more freedom with what we can do to each sprite in game, and less sprites needed overall, which allows us to shrink the file size even more. We also have an artist helping out,
I haven't summoned the courage to see if he's gonna do all the art yet, but I'm getting there. Once I've got him locked I'll share how you can check out the good junk he does.
Something I've been meaning to add for ages now are secrets. Areas that reward players who're paying attention. They're nothing amazing at this point, just little ammo caches and a score boost, maybe an out of depth weapon or some armor too. They're aimed more to be fun little pick me ups, and won't significantly jack up the level balance. Here's what they look like right now,
They're not like, amazing or anything, but they're secret. Another recent addition that I'm liking so far is the new system's ability to easily draw a gun attached to an enemy. It wasn't that it was impossible before, just a little uncomfortable and inefficient with memory. Now we're drawing them quickly and easily, and using about the same amount of power as before. While wandering, each enemy points the gun in the direction they're moving, when the baddie sights the player, they level the gun at the player, and start blasting away.
So! That's some of the new stuff I've been working on recently. Things are a lot more polished now compared to when I started, and I hope that things will keep on this trajectory.
Wyatt White More hoodie than human.
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Dev BlogThis is the other place I ramble about what I'm working on. Old Stuff
January 2024
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