Working late, finding questions
1.0.0.0 is released. ... Although really I guess it would be more of 0.0.0.1. A list of the current features in the game as of this first release is below.
Controls that affect animation
Enemies that navigate to the player via simulated button inputs
Event triggered sound effects
One pick up, a health item.
The ability to track the score [[but not the ability to save it, or post it anywhere]]
A start screen with a simple animation and some sound effects to draw the player in at the start.
A damage system.
2 animated sprites
A few randomizers
Some buttons and sound effects
And so far (knock on wood) that all works.
What still to add?
There are three more pick ups that I chose icons for. I have a clock that I want to use to slow down time, but not just by slowing down the game speed. Maybe all the enemies will get slowed down and I can add a visual effect to the player while not slowing their movement down. If anything speed the player up slightly. Time dilation might be cool with an energy bar (if I added a sprint) if it slowed the rate of decay rather than eliminating it and gave you a small speed boost. Overall, the idea would be something like Quicksilver or Remy from Over the Hedge.
There's a lightning bolt icon that I'm torn between using as speed boost, or in the event of a stamina/energy bar then it would be the infinite energy for a period, but that kind of just duplicates the time pick up. Maybe the lightning bolt destroys all the enemies on the map? Or creates a protective/destructive field around the player.. The ground could get a lightning animation effect and as the skeletons approach, they get destroyed.
The remaining unused icon is a shield icon that is going to turn the hearts into an iron color and grant you an amount of invulnerability. I haven't decided whether it should be for a number of hits or for a period of time. If anyone is reading this and has feedback, I'm open to it.
There was no way to pause the game, but I fixed that tonight 10.7.22.
There is no way to track a high score, yet. I need to add tracking for how many skeletons the player destroys. I also need to decide what to do in terms of ending each of the levels. So far the ideas are between a score based objective, time based levels, or some kind of beacon system like in this runner game that I remember playing when I was younger. You had to run along catwalks and climb ladders to flip switches while avoiding other guys that were running around trying to flip the switches back. If the player flipped one it would trigger either all or a certain number of skeletons either by proximity or at random.
If the goal is to create high score runs and a difference between the achievable score then subtract 1 skeleton from the skelecount every time one is destroyed. Maximum points is achieved but not getting hit.
Currently there is no system for an easy, medium, hard, etc. The game is pretty one difficulty is already hard enough though.
There is no social connectivity or competitive functionality. (Leaderboard)
There is nothing in the settings to affect the background noise or the sound effects.
There is no music.
That's probably enough for now.
Most of that is drawn from notes that I have tucked into the code in Construct. I have a bunch of things that I want to add and at the same time I have an entirely separate idea for turning this into something more than just walk in a circle and smash skeletons. Although, it is pretty satisfying if I can say so myself. It is good to want to play your own game, right? If I didn't think it was fun then I wouldn't make it. As I work on the game tonight I find myself coming across a few questions that will require outside input to effectively resolve. For instance, the score on the screen only has to track one levels worth of score. If I add a cut point and call it a level, should the score on the screen reset to track only the current wave/level or should it track the players overall total? That really comes down to what drives an individual to want to keep progressing.
Get Swordvival-WIP
Swordvival-WIP
A sword-combat horde game, top down, roguish. Currently a work in progress.
Status | In development |
Author | Ev1lB0ff1n |
Genre | Action |
Tags | 2D, Arcade, construct-3, Sprites, Top-Down |
Languages | English |
More posts
- Getting StartedSep 28, 2022
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