Tuesday, September 23, 2014

Knockbacks and New Spells

I'll have to be fairly quick in this post, but I've had some really fun developments the last day or two! I'm going to develop out this idea more as I go, but my idea for the spell casting mechanics is that over the game you will unlock different runes or elements that include different sets of spells in them. In most platformers you simply have a few guns you can swap between, but I want each rune to include a set of spells. So as of right now I made a fire rune and a lightning rune, and as of now the player has a channel button, and burst or click button. So here's a clip of the fire ones, and I think I'll keep the other ones a secret for now :D


Obviously EVERYTHING at this point is tentative and I'm not sure how the end product will be, but it's been great to try out different mechanics and actually see them work. Just brainstorming I think it would be cool to have a max of 4 or 5 runes, and then maybe powered up versions of the runes... I dunno. Time and balancing will all tell what it all ends up with!

I also decided to get working on knock back, because just tinting the player a little bit red and taking the hp bar down isn't exactly that great. I was suspecting the coding to be a huge process but luckily it went fairly fast. It has some bugs that are pretty funny, mainly the player randomly shooting 50 feet in the air instead of 10, but it's hit and miss so it's just funny at this point.  Hopefully I can catch that on record one of these times :]

1 comment:

  1. Awesome to read as usual! For some reason just seeing the individual pixels in the rules made me so excited... I think they remind me of Heroes 2 graphics. the retro graphics make those spells so cool looking! Hope you're finding ample time to work on this!

    ReplyDelete