beholdin' 8_7 : groovin'
took some time off go on vacation and hash out the details of another prototype and read a book, but back to my usual 2 week milestone length now, which means I just updated to 8_7! 8_7 got some tunes! and some sfx! and some vfx! and some bug fixes! lets dive in: The music system just alters the volume of tracks based on the game state. This system is comically simple and underdeveloped because to be honest, I mute most games I play, I’m not a musician or audio person, and I don’t want to sink the incredible amount of time it would require to make this do all the things I would normally ask for. Basically, I’m managing scope and the least *interesting* thing for me is audio. sorry. I made the song (more coming soon I hope) in KORG GADGET on my iPad, exported tracks from there into Audacity to clean up and then some custom inspector work in unity to make the state composition bearable. it works.
The Audio system is super dumb, about the dumbest pooled audio system ever write I assume, but it is pooled and functional and fairly clean. not putting a ton more work into this either, sorry. new SFX probably to come.
The VFX work is actually just particles. Spent sometime figuring out what needed to have more impact and chucked it on there with very little abandon. the crystals become this discord of color and shape when they break and I think it is beautiful in a very rough way, frankly. Enjoy.
Bug Fixes: in certain EXTREME but VERY REPRODUCIBLE situations, the player could simply drive through the wall and free themselves to the void. no more. I think the occasional snake might disappear for the same reason, but there’s some stupid complexities in their driver so I pushed it back to a later milestone (probably a refactor for the better). Also the Ricochet baddies are not invisible anymore.
FUTURE
8_8 is all planned out! it brings the first iteration of the FINAL MAP SET and the FINAL MECHANIC holy cow I may ship this thing before December wow. I’m also going to FINALIZE the palettes (fix up existing, add new) and try out spawning text on kills + hits to help the player keep track of multipliers and score and such. The todo list is getting smaller, and after 8_8 is v9, which is the version where i just clean up and polish before shipping - no new stuff after 9, only rejigs of existing stuff.
thanks for reading.
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beholdin'
A daily challenge twin stick shooter
Status | In development |
Author | KPD |
Genre | Shooter |
Tags | 2D, Fast-Paced, High Score, Procedural Generation, Score Attack, Twin Stick Shooter |
Languages | English |
Accessibility | Configurable controls |
More posts
- Perf and updatesApr 19, 2021
- Relatively minor update!May 22, 2019
- Wavin' GoodbyeFeb 26, 2019
- beholdin' 1.02Dec 15, 2018
- beholdin' 1.01Dec 04, 2018
- Locomotion BugAug 28, 2018
- 8_6_1 bugfixJul 28, 2018
- beholdin' 8_6Jul 27, 2018
- beholdin' 8_5Jul 10, 2018
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