Jetboard Joust Devlog #46 –You Can’t Take It With You

Yeah, I know, been a bit quiet round here. Had a bit of time off!

Been working on some more ‘polish’, implementing stuff I’d been putting off for a while and getting various aspects of the gameplay to work together. Here’s what’s been on my ‘to do’ list these past few days…

Add More Cash
I only had one denomination of coinage which clearly wasn’t going to be enough to cover all the cash rewards in the game, not without spawning a ludicrous amount of pickups anyway, so I’ve designed and added a few more. Now there’s five different types of coin 1, 5, 10, 50 and 100. I may have to add a 500 later on.

Bloodstains
One of my favourite mechanics in the ‘Souls’ games is the way that, when you die, you lose all your ‘souls’ (the game’s currency) and can only retrieve them by returning to the place you last died and touching your bloodstain. It can be incredibly annoying losing all the ‘cash’ you’ve earned but it really makes dying something to be avoided (unlike in many modern games where dying is practically meaningless) and adds an extra tension to the next life too. I’ve implemented a similar mechanic whereby you lose all your cash on death and have to return to your abandoned jetsuit in order to retrieve it.

Weapon Unlocks
I’ve now properly implemented the feature whereby picking up an enemy’s jetboard unlocks the weapon they were carrying for your own use. A weapon crate will automatically spawn when this happens giving the user a chance to pick up the weapon they have just unlocked.

Upgrade Equipment
I’ve properly implemented this as part of the gameplay cycle so you are given a chance to upgrade equipment at the end of each level. This took longer than it should! Also added the jetsuit itself as an upgradeable item.

Redo Jetboard Particle FX
I was never that happy with the vertical thrust effect on the jetboard so I’ve redone this giving it a more ‘anti-gravity’ quality. I’ve also tweaked and re-aligned the particle fx for the horizontal thrust.

That’s it. I am getting there, slowly. The next task is to revisit the ‘difficulty’ algorithms for level creation to make them take account of different weapon and enemy levels.

Dev Time: 4.5 days
Total Dev Time: approx 71.5 days

previous


New Denominations Of Coinage

mockup_3x
The Infamous ‘Bloodstain’ Mechanic


Capturing An Enemy’s Weapon


Picking Up An Unlocked Weapon
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