Only one devlog for the first two games of my challenge, because I haven’t gotten around to do much. It’s weekend, dammit. Also, I’m still recovering from The Move™.
Progress so far:
Those stars spawn one bullet every .1 second from one of their tips, and rotate clockwise through all the five tips. Also, the whole star is rotating at variable rates. They’re the only enemy I have so far and were inspired mostly by the Star brush in Gimp. THIS IS ART DAMMIT!
The player can both shoot opponents (which then explode, unless they have hitpoints left), the opponents can shoot the player (who then dies). That’s not much, but it’s a nice framework.
Tomorrow: That parallax-scrolling I wanted to get done today, plus scoring, plus an “encounter script” that controls how which enemy gets spawned. Also, some variation in the enemies. Sounds like fun to me!
Great, just great. I missed another Ludum Dare because it coincides with moves, sicknesses or important tests every. single. time. So here’s what I’ll do: As an aspiring antisocial game dev, I’ll just do my own game jam. Until Sunday, September the 7th, I will develop a game and I will publish it whether I think it sucks or I don’t. With about eleventy RPGs, video games, board games et cetera I have started and never finished, it just seems like the thing to do.
So I’ll develop a minimalist Bullet Hell game. With maybe a couple of twists, which I will try out and see if they work. Not sure with what I will come up exactly, but I’m coding to find out and you’ll be able to read all about it on this very blog.
I’ve already begun working today, but couldn’t devote too much time to it and mostly did really boring stuff: set up Unity project, initialize Git and push it to BitBucket, do basic scene setup, create basic scripts for bullets and moving a character around. Routine stuff, simply put. At least, bullets can already hit the player and the player can fire bullets.
Planned for tomorrow: Actual enemies that spawn bullets in reasonable patterns, and maybe some graphics that don’t look like shit. Also, parallax scrolling because parallax scrolling is kinda awesome.