Another update, another slowness thing. I have gotten some things done but again, the game itself feels nowhere closer to completion than it was before.
What I have done, though.. that’s interesting, right?
Well, I’ve done some work with the menus and overall style of the game’s interface, for one. Interface tends to be something I waffle about on so it’s good to have something to play around with long before I need to implement it and realize I hate how it looks.
You’ll notice I’m using two different styles here. The characters are cartoony, rather silly and not very realistic, and contrast a bit with the smooth shaded and un-lined ships. I don’t think this story could possibly be told with any less cute a style. And come on… it’s ME we’re talking about.
Last time I updated, the game was actually in an unplayable state, where I was working on optimizing and implementing new systems and various things that will make future work on the game much quicker and easier. Well, that’s finished and now the game is back and better than before! Still very minimal, content-wise, but I haven’t gotten to the point where I can just start churning that out.
I still have a lot to work with to get the gameplay tuned up. Points and combos/multipliers are not yet implemented, and I’m thinking of ways that I can simplify things down a bit. I feel player health is a bit high where it is now, and that might cause the game to get more to the hectic side of things rather than the fine-tuned precision play I’m looking for, and the movement system… both button movement and how speed upgrades work, needs heavy tweaking. I could always start throwing ships and movement patterns and craziness at it and seeing what sticks but I find it very important to stick the basic mechanics in place before moving on and focusing on content.
And now… for the fun of it, a glitch:
I posted my last screenshot what… three updates ago? Sadly I don’t have any actual new ones but here’s one for fun from early November. (yes, the background a lot better now. See the ship select screen thing!) A little slip-up in the repetitive fire code in the drones caused them to, instead of firing a 3-shot burst over about a third of a second, fire a shot every single step. The effect was really cool, but I think it was also cool to note while this crazy wave of doom swept over the screen, destroying all in its path, Game Maker still withstood that immense blow at 720p, not dropping in framerate.
In-game HUD will be my next priority after code tweaks, getting points/combos in , and more gameplay things that will be a big deal. I really hope I can get off my fuzzy butt and just get to it, now. I’ve been faster than ever at churning out art and it’s all lately been for non-Hysteria stuff.
Maybe with the new year will come a new, more productive me.