Week 7 - Well I sure am good at measuring workload.


Changelog (Week 6 -> Week 7)
The general layout for Act 1 (Piece 1) has been finished.
Further work on Wind Path's feel.
Potential logic flaw in bullet invocation that fixed (position .x += initial_pos -> global_position.x = initial_pos). This comes with a chance of breaking projectiles to some degree but nothing observed so far.
New enemy (jumping sprout) has been added.

New turret-type enemy (bud turret) has been added.
Player's walking SFX disabled tentatively
Sheeplot tornados now properly spawn as intended, following an update in logic for projectile spawning.


The original plan was to be done with Act 1 within a month, but it looks like it'll be two months just for a small portion of it.
I'm looking into options to release a small private beta of this portion to some extent to gather feedback. I don't want to update the public demo until Act 1 is over.

The current demo contains the tutorial zone, kindly named "Act 0 Gramps' Basement", but it only goes around mechanical control of the character due to feedback from previous testing where the game was too hard (because there was no real tutorial in those). Act 1 is meant to touch on player interaction with the enviroment, as the player can rind the wind, be unaffected by fire, or just exist normally in water depending on elemental allignment.

I did the best I could but I'm still not convinced on the background for the fire subsection of the stage - part of the reason I'm overextended is that I had the cute idea to sepparate the areas visually instead of sticking to a single backdrop.
Also... I need a new gameplan for spawing projectiles.

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