Lots of cool updates with this one!
Hey Everyone! Joe here for the weekly update!
This week, I did a lot of small yet important things around the game. For starters, the systems I put in place for the player detection in front of the button and loadout terminals now do things if you press "F" near them! It was surprisingly easy using interfaces, and now it's made very easily so that we can make objects do whatever we want on a player activation! Next, the bosses now randomize! In the build, you'll notice that the "Interim Levels" stay the same each playthrough (the Red, Yellow, Dark Green, and Dark Blue stages), while the boss levels change every time you start a new game from the main menu (the Orange, Light Green, Light Blue, and Purple stages). Player Health now stays consistent between levels, and ammo can transfer too, although I turned that off until the Special Weapons are in the build. We also have a working Options Menu! All you can do is adjust the master volume, as well as put a funny guy in the top left corner (though he's there permanently if you leave the options menu with him on.) Lastly, I made a new tutorial! Our movement's gone under a ton of changes, but as this month comes to a close, most of our mechanics are where we want them going forward, so I thought now would be the best time to make a more permanent tutorial. Things will still change with it, but it's a lot better off than the first one was. All in all, it was a really productive work week! Next week's gonna be interesting with the break, but we all plan to keep working through next Friday, but I will be missing a day due to travel.
R.E.M.
Momentum-Based Movement-Shooter.
Status | In development |
Author | Tumbleweed Studios |
Genre | Shooter |
Tags | Boss battle, fps-platformer, movement, Short, Singleplayer |
More posts
- Core Movement RealizedDec 09, 2023
- Smoothment going smoothlyDec 02, 2023
- Addressing the MovementNov 10, 2023
- Project startNov 04, 2023
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