Archive for respawn

Progress Update

Posted in General DevLog with tags , , , , , , , , on 2010/03/24 by Evan Sammons

Recently I’ve been putting a lot of work into the Boss of Upload Complete. All his main attacks are finished, and the sequence itself is laid out, prepared for any details that will come.

Testing it myself, I know the attacks, I know what’s likely to come at me next. For the first-time player it may not be so easy, but I don’t want it to be impossible to survive for those who don’t know the patterns. I’m hoping for a semi-readable fight, that requires skill more than anything to overcome. Being the first Boss it definitely wont be as intense as Bosses in future levels, but it’ll still be a challenge.

In addition, many other scenes of the level have been tightened up, and a scene has been added granting the player a Weapon Upgrade! Given what comes at you after the Upgrade, it will be a very welcome gift. For the demo, a number of other Upgrades/Updates may be handed to the player simply to give a taste of what’s to come in the full game.

The difficulty may also be ramped up for a more hardcore experience in the demo. Upload Complete is basically the ‘tutorial’ level, but that’s not to say it wont throw the player into the deep end (even in the real game version, it’s not going to be a walk in the park). Intensity is a running theme through the whole game. I mean… listen to the tracks LCTR have up on their Myspace, how can a game with that music not be intense?

I don’t know about you, but I’m pumped.

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Quick Update

Posted in Bug Fix, Uncategorized with tags , , , , , , , on 2010/02/25 by Evan Sammons

This update is small for you, but pretty big for me. I just fixed some bugs that have been frustrating me for months now! Now the player movement engine feels much more solid, very smooth. Before, if you jumped up a step and clipped the ground, you would instantly jump again. Now you simply go over the step as expected. The other bug involved the player character ‘floating’ above platforms, whilst still being able to move and jump normally – nothing really wrong with it, it just looked silly.

Another thing, upon respawn, now you can no longer get stuck in blocks. The character repositions directly in the middle of the screen upon respawn, so before if there were any platforms in the way, you’d get stuck in them and gradually rise up, sometimes off the screen to die again. That aint right, so I fixed it.

Finally, today some important systems for Bosses were put in place, which should make development for all other Boss sections much smoother. Right now, all work is going into one level, and with that a lot of major game mechanics have been built and refined so that later levels can be put together without much fuss.

-Tom

Game Modes

Posted in Game Features with tags , , , , , , , , on 2010/02/15 by Evan Sammons

It’s been a while, so here’s a little more info.

This is a fairly simple topic, but it’s still very important. The Game Mode will often dictate how you play in order to succeed in the game, and present you with the most basic methods of challenging yourself.

First, another important yet simple feature needs to be explained – Death. When you die, you explode into particles, and reform within about a second. Nothing stops, the level continues on, you get a short period of invulnerability where you can still fire your weapon. Instant respawn.

What happens as a result of death is where the Game Modes come in. What we have planned is to have two sets of lives. The first are your ‘Reform’ lives, how many times you can die and respawn immediately. The second set are you Core lives – once you run out of Reforms, you lose a Core life, and instead of respawning on the spot the entire level is restarted with full Reforms again. Losing all your Core lives results in complete defeat – Game Over.

Now, whatever Game Mode you choose will affect your basic number of Core and Reform lives. For example, a medium mode might give you 8 Reforms and 4 Core lives, whereas Sudden Death gives you nothing, and a Casual mode would give you unlimited Reforms. Perhaps a mode with unlimited Core lives would prevent getting Game Over, whilst keeping challenge with a limited amount of Reforms.

There’s a lot to mix and match, so it might end up with the Start Game screen displaying a list of options to modify the game – you specifically set how many Core and Reform lives you want, as well as a few other options. Perhaps this ‘custom game’ mode would be unlocked the first time you complete the game. In fact, I would like to hear some input on this matter, so feel free to comment!

Although the lives system forms the bulk of Game Modes, there will be other variables, though I’m not too sure what at the moment. Also, there should be completely different Game Modes that don’t follow the main narrative/song structure – such as a Boss Run mode, or maybe a totally randomly generated mode, since the engine does allow for that!

-Tom