Showing posts with label health. Show all posts
Showing posts with label health. Show all posts

Wednesday, March 24, 2010

More stuff to buy!


Press Q to use the health dispenser (once you've bought it!). Arrow keys for movement and crouching, spacebar to jump. Use arrow keys while swinging to increase his spin. Hold down spacebar to make the jump last longer. Hit spacebar again when holding on to a wall to wall jump. A is for punch and D for kick. Press S to hold a grenade, the release S to throw it (be careful - hold it too much and you'll blow up!


Hello!

I know! After four months of nothing Dreg is a hive of activity once more!

Actually, this update is not such a huge advance - mainly it's tweaks to the shop and combat and a new object to purchase...

The thing is, I just want to say thanks to everybody who has given me advice and criticism - it's all been so helpful. For this particular post, you'll see I've dealt with the comments by Todorus from the previous post (thanks todorus!). As for the difficulty, you start now with more health and money that should hopefully help the beginners among my fans (the new object should help too - more on that later).

Also, on the NewGrounds forum (in which most the posts are mine!), some guy called AdmittingZero wrote the following:

I don't understand how to buy anything in the shop or make him shut up.

Also I can just keep beating on the guys (when they're all standing on top of eachother), my punches hit all of them and none of them have a chance to fight back. The fighting needs to be a little bit more complex.


Ouch - he doesn't like snotty sam, and the combat, which I spent so long working on, isn't any good!

But the thing is, I went and tried what he was talking about, and he was right - you could just spam the A button over and over, and you'd eventually kill the thugs. It would take a long time, but it worked, because they could never hit back!

See, I'd originally thought that by having them block if you do the same move too often, players would be encouraged to vary their fighting. But that wasn't enough!

So now what I've done is that whenever a Thug blocks, there's a chance he'll do a quick counter. That way, if you keep spamming the same move you'll just get punched in the face. Haha!

It's also led to the nice emergent behaviour of apparent arguments between Thugs. If you've got two thugs in front of you and you kick, you tend to hit both. Now imagine both of them block. Then imagine that the one behind the first one does the quick counter, but just ends up hitting the one in front of him. Then the front one blocks and counters too, and it looks like they're just pissing each other off. It's hilarious and I love it. Wheeeee!

Anyway, it all goes to show the value of getting criticism.

Other changes include constantly visible instructions for the shop, and keeping health visible as you make your purchases - this is particularly important now with the addition of the Health dispenser! Yay, a new object!

Press Q to use the Health Dispenser, and it will replenish some of your health. You can upgrade the health dispenser both in the number of doses it can carry, and the amount of health it replenishes with each dose. To get the upgrades you need to leave the shop then enter again.

I went through a similar process in the design of the health dispenser as I had with Snotty Sam and the Holotec armour - the final version is much simpler (and better) than what I started out with.

I'm still not happy with the holotec armour but I really can't be bothered anymore!

Obviously, in the actual game there will be no shop like Snotty Sam's - different upgrades to armour and equipment will be found in different shops that the player will have to find.

Anyway, I'm ever closer to actually starting the game. There are still several tasks I need to deal with:

- More enemies! Argh! That'll be a fair amount of work, but I have to do it. That'll probably be my next task, to be honest - no point designing levels if I can't populate them.

- Getting lots of artwork done: I want to have a whole bunch of buildings, objects, and people to litter the world with to make it feel lived in, but also to make the background design faster (in the background I did a long time ago, I just drew each house individually, but that took too much time - I could still do that for some buildings, but it's best just to have a bunch of building blocks I can stick into the level)

- Figuring out scene-specifics like cut-scenes and boss battles

- Sorting out the ability to save. I've already got quite a lot of ideas how to do this and I think I'll be able to get it sorted pretty quickly, with small save files.

And I guess I also need to think about all the sound effects.

It still feels like there's a lot of work to do, but at the same time the light at the end is definitely getting bigger.





Wheeeee!

Sunday, February 28, 2010

On health and maps


Arrow keys for movement and crouching, spacebar to jump. Use arrow keys while swinging to increase his spin. Hold down spacebar to make the jump last longer. Hit spacebar again when holding on to a wall to wall jump. A is for punch and D for kick.


Hello!

Doubtless you all missed me - I was working on another project for a while, but now I'm backing with ever increasing vim!

Anyway, I've made a couple of changes that should hopefully make things easier when I finally get round to actually making the game (yeah, as if that's ever going to happen!). I decided I didn't want to have to draw a map for every level, so instead I've made a system which will automatically create a map from the level elements that I draw. So that's cool, innit?

Anyway, press M to see the map. The right hand space will be for giving extra information about places of interest.

Also, health! Yeah, I decided to be inspired (steal from) Oni for learning how much health an enemy has - each time you hit an enemy a sort of coloured circle appears. The colour of the circle indicates how much health the enemy has left. I tried giving the enemies health bars but it looked horrible. You might think this system looks horrible too, but wotcha gonna do about it? It's my game and I decide, ok?

Also, I've decided to build upon (rip off) Zelda for Dreg's health - little red circles in the top right (ok, in Zelda they're hearts, but still, very similar). Just like Zelda, you'll find objects that increase your maximum health hidden around the levels. In the sample above, you have one that increases your health by a whole circle, but in the actual game it'll probably only be a quarter of a circle at a time.

Finally, all of the enemies will drop some health every time you kill them. Try letting them get you close to death, then kill them to get your health back, there's a little colour thing going on when you're a third of your health down which draws from (copies) what we see in most FPSs nowadays.

Anyway, thanks for those of you who can still be bother to humour me - I know this is taking too bloody long!