Category: Uncategorized
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Progress Report – Week 8
This week, I added functionality for text boxes and random encounters, and made the bullet hell fights into multiple separate encounters as opposed to a continuous gauntlet. The latter was good for testing the bullet hell combat in particular, but is unhelpful in the context of a full game; however, I have not gotten rid…
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Progress Report – Week 7
As per in-class feedback, I modified the bullet hell section so that player damage is more obvious, as well as introduced a results screen when finishing a battle (it determines when to appear by checking if any objects of the Parent Enemy type exist). I also created a main menu page with a functioning selection…
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Progress Report – Week 6
This week, I resorted several objects (bullets, enemies, boss parts) into parent/child objects for ease of classification, and because the disorganization was bothering me. In addition, I introduced a bullet reflection mechanic currently mapped to 1, 3, 5, 7, and 9 (with a 15-second cooldown), and modified the cooldowns of all spells so that there…
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Progress Report – Week 5
This week was primarily spent focusing on enemy bullet patterns and introducing a relatively consistent difficulty curve which will be further modified and polished moving forward. In addition, I added bullet deletion protocols to avoid screen clutter and separate stages, as well as a special animation for this action to indicate that the bullets are…
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Progress Report – Week 4
This week, I edited many of the audio files to remove any potentially-copyrighted sound effects and/or musical motifs, replacing it all with original work of my own design. A few samples of the songs included in-game have been included below. In addition, I tinkered with the way the enemies spawn each other; now, instead of…
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Progress Report – Weeks 2 & 3
Week 2: This week, I crystallized what I would be doing regarding the senior project in this class, in terms of order of priorities. I wish to perfect the top-down shoot-’em-up style of gameplay moving forward. If I can accomplish that quickly enough, then I will move on to the RPG section, then art. In…
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Epicenter Design
The epicenter of my project is the two separate modes of gameplay. I hope to integrate two diametrically opposed styles of gameplay––turn-based RPG (e.g. Pokemon, Chrono Trigger) and top-down shooter (e.g. Galaga, Touhou)––and allow the core game to be played in either fashion depending on what the player is more comfortable with. Some overlap will…
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Progress Report – Week 1
This week, at the behest of the professor, I experimented with https://www.inworld.ai to assist with writing dialogue for my video game. I find the software interesting, and am heavily considering using it in the future to help patch holes in the dialogue I currently have. However, I feel as if using the AI exclusively for…