Bullet heaven game. Epilepsy warning and all symbolic in game is fictional all coincidences are random
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Once you ship this you can't edit the description of the project, but you'll be able to add more devlogs and re-ship it as you add new features!
READMe, itch.io demo and everything is ready to be shipped :D.
Video is gameplay footage on good run XD
A lot of fixes and minor changes. Added more wave and new type of enemy, tank. Also i hope i won't burn someones pc with this game lol
I am still in process with settings menu but... This is abomination of sh** code like seriosly, i am hyping over the fact that it is alive lol XDDD
So.. I made this small transition, additional dialog window and decided that i am too lazy to design 2 separate game modes. So i will remain arcade with small introduction what is going on
I asked my friend to play and he said that game is very confusing at the start and you understand nothing what is going on. After that i got briliant idea XD. Make story and arcade mode. Arcade is the game itself why story is mostly tutorial. So i made first dialog (thanks dialogue engine) and i need to glue everything together somehow XD
I usually won't put code into dev logs. But this is exeption. Before this moment level up upgrades were purely luck based. Thanks to Brotato (amazing game btw) level ups won't be so random and you can't win the whole game after first wave (yes it was possible)
Added wave composition. First wave will contain only basic enemies, second only fast with increased spawn rate, third will test player build and fourth introduses heavy enemies and etc..
Main problem right now is game balance. It is aswfull. Game is either too dificult or to easy. So.. The way to solve i see is to add more mechanics in order to balance things between themselves XD
I was doing playtest new item as well as some changes and then this happened... It isn't bug or smth but it was a very funny coincidence. Probably i should nerf shop and money in general lol
Air strikes!!!! :eagle::eagle::eagle::eagle::eagle::eagle:
P.S gameplay will change on release XDD
Spent quite a while profiling just to realize that i forgot to remove bullets when they are to far away....
Mini turrets :D I think i will make more items with them. Right now they go in pack 3 for 1 XDDD
It took quite a while to understand why tooltip hadn't work (mouse_filter) but now we have a new crypto-currency. Pacs :DDD
I was translating and glueling stuff.. Also when you level up your stats can have rarity modifier :p (basic,rare,epic,legendary) which will increase stats from them. Also, once again if someone knows how to solve problems with scenes that if they mutually dependent you can't assign into fields please dm me XD
Still translating... But to add at least something made this shoot direction on main tower :DDD
I am in process of project rewriting on new frame... Meanwhile made this main menu :D It is more or less responsible, i though that it would be a nice feature :p
Okay, now i understood everything. func init() is called before everything, LITERALLY, so inits before resource in game get acces to exported variabels. if you need smth similar you need to implement ready() by yourself. It makes sens, but now i feel so dumb TwT
So.. I was implementing one feature when i once again encountered bug. I tried to implement simple version in test project and it.. worked... So i need to wrerite my project to make it work... Damn ://
Shop reroll works :p Obviosly i need to remake shop. Why window is so small? I made it 700x700 for hackclubers who won't have 1920x1080 or bigger. Ig most will have 1020x720 on their laptops so... I just want to :pray: for their souls to get better gear to stop their suffering
I though that background is a bit empty.. Now space won't mean literally space XD Accidental setting change :DDD
You can lose now! Also some graphic adjustments :p Why it took so long? My whole codebase is mess :/ Why it is mess? first : skill issue, second : gdscript instead of C# why? No web export for C# :///
You can gain skills via leveling up :D
-- Warning crying text --
I have spent most of time realising that i can't do nested resources as i would do in unity. Godot tries to do circular dependecy magic resolve and it ends up in nulls. So i simplified process and i am going to do it another way :p
Made basics of stat system... Why it took so long? I wanted to automize enums and some other aspects just so i won't write milions classes or smth like that (evil ig?)
Fun fact, godot _init() is funny and cursed