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

HVShooter.zip 89 MB
45 days ago

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