Game for SoM game jam. Play as a shady rabbit who fights off waves of suspicious enemies (Blobbos?), whilst upgrading his weaponry (and causing a bunch of explosions).
csd4ni3l
Check their projects out: Game Of Life, ShatterStack, csd4ni3l-browser, aimtrainer, Music Player, fractal-viewer
Abū al-Barāʾ
Check their projects out: Image Compressor, Typing Speed Test, QR Code Scanner, Moaz Video Downloader, QR Code Generator, Hangman Code Generator, Text Transformer, Text to voice converter, Text to Handwriting Converter, Currency Convertor , Python Learning Website, Moaz Website generator, Pac Man Game, Beautiful Chess
BnaJns
Check their projects out: SoM Commits Extension, visittallinn-waffles, ralseibot, roblox-outfit-finder
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!
Finished the game! Added a soundtrack, sfx, an itch.io page, made the game easier, made the windows build (pain), and made a demo video, and some more stuff! I still need to upload the linux build to itch.io and do some other stuff (webassembly build), but for today i'm spent (unintentionally got first on the regional hackatime leaderboard 😫).
This afternoon I worked on finishing up the actual gameplay, added some more vfx (shaders + lighting), some more weapons, and a gradually increasing difficulty level. Next I will work on making some music for the game, and find someone to playtest it before I build it for other platforms and release it. I am a bit worried tho that it might be too difficult (I haven't beaten it yet).
I'm FINALLY finished with all the ui stuff, so I was able to finally get started on the juice and vfx. I started by working on the explosions, by adding some more particle fx, cinders, smoke and shockwaves, as well as a bit of slomo.
Nearly finished with the ui! Added a shop to buy new blasters, and fixed some screen scaling bugs. Now I just need to add the final blaster card to the shop and the ui is done!
I continued working on the game ui (should be method of torture) and added a button for the shop (that's next), a coin counter, pausing, rearranged the ui bar, and made some improvements to the health bar, as well as adding a proper death screen (player health is low for testing, or is it?).
Added a menu screen with some settings, and a blank death screen. I also added the sparks and some screen shake to the combat.
Did quite a lot of stuff (had some issues with zed wakatime so devlog time isn't accurate) - added a custom font, a post processing shader, added knockback and recoil to the blaster, squashed some bugs and added a health bar. I'm now working on some more vfx.
Mainly worked a bit on the blaster system this weekend. Added some basic lasers that can damage the enemies. Next, I'll make the enemies able to fight back, make a player health bar, some damage feedback (red screen border flash?), fix the blaster fire rate flag (does nothing at the moment), add knockback + recoil to the blaster, start work on the shop and the penguins, and FINALLY add some juice.
Starting working on the gameplay of the game (combat). Brainstormed some ideas, and settled on a basic melee with a selection of different range weapons. Started by working on a basic blaster, which can be used as a base class for upgrades and other weapons.
Made an entity manager, that updates and renders all the entities, and allows easy spawning and removal of enemies.
Start working on some other 'entities' (enemies). I first made a base Entity class that all other entities inherit from and then start working on a 'blobbo' (squid or slime kinda thing).
Made a new player character with some larger pixel art, added camera scroll, WASD support, improved scaling again, and fixed some bugs relating to the deltatime and player's y velocity (can fall through the ground if you go fast enough - not anymore). I'm now working on making an entity management system for some enemies.
Added player movement & collisions, and added some animations for the player. Slight problem though - the player pixel art is way to tiny (only 47, so I have to make some new animations to fit the larger 1212 tiles).
Started work on a basic player sprite, improved screen scaling, and optimized tile detection (plus deltatime, keyboard controls and some other minor stuff). Tile detection now goes via a binary search (std::map), instead of looping through all the tiles in a chunk. The system should therefore be able to handle fairly large waves of enemies as well as plenty of crazy particle vfx.
Today I made some decorations and added support for off grid tiles to my game and level editor, so there are some trees and stuff now.
Added tile and chunk loading from the json map files to the actual game. Tile/chunk based level rendering now works! (the code is very similar to Defblade)
Over the last few days, I set up my game for the SoM game jam. I designed some tile sets, made a level editor with pygame, and set up the basic for the actual game with raylib and c++.