Enemy spawning is finally starting to get reworked and other minor tweaks
Level 0 now has the first iteration of the "progressive" spawner running on "full random mode". Instead of enemies spawning around spawners scattered around the map a centralised spawner keeps track of all enemies on the map and spawns more in over time. Currently it doesn't spawn a full blend of the capsule enemies as I haven't figured out how I want to mix them yet.
In other news the player is now able to jump straight up when standing on the floor while touching a wall. Previously this would make the player kick off from the wall.
I've also started work on a tutorial level. This will work differently from how most game's tutorial levels work. It will combine a small movement trial(with text explanations of mechanics) with an arena that the player can spawn any enemy into to learn how to fight every enemy in the game. Since some of the enemy mechanics currently in the game are rather obscure.
The jelly enemy will get a more dangerous variant as the current ones aren't dangerous enough IMO.
Files
Get Hyper Velocity Shooter
Hyper Velocity Shooter
Score attack arena shooter with smooth speedy movement
Status | In development |
Author | buildzoid |
Genre | Shooter |
Tags | First-Person, Godot, Singleplayer |
More posts
- V12 update notes3 days ago
- V11 update notes9 days ago
- "Micro" update version 9 and some game design thoughts35 days ago
- General progress update.52 days ago
- New game mode, new enemy and other minor tweaks85 days ago
- New level, new movement mechanic and other things88 days ago
- The partial settings update90 days ago
- Goals for the next update93 days ago
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