Devlog post - WEEK #3 - Afonso Gomes


This week I've been working on:

- Integrating my platforming prototype into the main project.

- Implementing some changes proposed by our colleagues in the feedback reports.

- Implementing invincibility during dash. (And added an invisibility effect to make the player intuitively understand that he's invincible for that period)


- Making enemy scaling easier by adding a value "LEVEL" to each enemy, that can be changed independently for each instance of an enemy and that affects its HP, damage and amount of currency dropped.

- Implementing a currency, which I called "Bloins" (Blood coins), that is dropped from enemies.


- Implementing loss and recovery of all Bloins on death, by spawning a Bloin Pile in the place of death that can be recovered, but is replaced if the player dies again.

- Implemented a Death Screen / Transition

- Implemented a "Rush" attack for the flying ghost enemy. The ghost now stops moving at a certain distance from the player, to initiate its attack, where it first changes color (charging up) until a certain point when it suddenly charges towards the player. After the attack it stays still for a moment, giving the player an opportunity to retaliate.

( The WebGL build available to play on the browser was updated with these changes )

Files

ONIDEN_v0.2_WebGL.zip Play in browser
Jun 08, 2022

Get Oniden

Comments

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Amazing work. Keep on it!

Can you name some of the changes proposed by your colleagues?

They didn't propose any changes to the things I implemented.