Monthly Archives: February 2018

Jetboard Joust Devlog #78 – Return of the Evil Mothers

Too long since the last update. Had a lot of shit on – decided to fight a parking ticket issued by one of those fascist private parking companies and it ended up in court. I beat the tossers but it took so much time preparing the defence and everything I’m not sure if it was worth it, just did it on principle really as I don’t like scammers or bullies. Turns out these scumbags didn’t even have the right to operate on the land on which the ticket was issued in the first place!

Anyway, back on topic, the first major ‘new’ enemy is actually an ‘old’ enemy redone, but I don’t think there’s any shame in that. If you’ve been following this for some time you may remember the ‘Evil Mother‘ enemy. Well, I’d come to the conclusion that this enemy just wasn’t big enough and would work better (and make more sense) as some kind of mini mothership that spilled out its occupants when destroyed.

So I spent quite some time designing a kind of ‘bathysphere’ type craft. It’s actually several different sprites in one, the ship itself, the pilot, the ‘antennae’ on the top which acts as a weapon, plus the various lights. I’m pretty pleased with the result though a little worried it looks a bit too ‘2D’ and could do with some more shading or something to make it appear more ’rounded’.

I also increased the size of the enemies that spill out when the craft is destroyed and spent quite some time working on a much improved bullet that tracks the player’s movement in a similar way to the Limpet Mine. There’s also a ‘tell’ that the ship is going to fire as you can see the antennae at the top charging up.

The shaking effect is achieved by applying an offset to the ships position each frame. These offsets are always evenly distributed and chosen at random so it’s a very predictable type of brownian motion.

I think I’m going to use the original enemy design as more of a ‘swarm’ type enemy with a movement type that’s an homage to the original Space Invaders!

Dev Time: 3 days
Total Dev Time: approx 159 days

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Jetboard Joust Devlog #77 – Keeping Your Enemies Close…

Been working on some new jetboarding enemies over the past few days, so around a day of pixel-pushing and a day of coding with the extra half day fixing bugs caused by the new ‘world wrap’ technique I described in my previous post. I’ve also been rejigging my sprite sheets so the art used for the jetboard and weapon attachments is duplicated on the enemy sprite sheet (fewer spritebatch calls to the GPU needed and should also make things easier if/when I add alternate colour palettes).

Fortunately new jetboarding enemies are relatively simple from a code point of view as a much of their ‘personality’ is defined by tweaking parameters already present in the AI. I also have a fairly decent template for doing the animations now too. Here are the new enemies that have been added, names are just codenames really so may well change…

1. The Master Minion
This is really just a bigger, stronger, and slightly more dangerous version of the omnipresent ‘minion’, the game’s cannon fodder. They’re quicker to snatch your babies away and mutate too!

2. The Ninja
Small, fast, light, very aggressive, but also pretty weak. This guy is very dangerous and performs a ‘pincer movement’ around the player really frequently making him a tough opponent to deal with.

3. The Aggressor
This guy is strong, fairly nimble, and very aggressive when you rile him but he’s actually pretty dumb and will let you sneak up behind him and get in the first shot. A bit like some of the knights in ‘Dark Souls’ (well, kind of)! You can tell which way he’s facing by looking at the scanner. This enemy required some custom AI work.

4. The Thug
This guy is very big and strong and takes a lot of ammo to dispatch. He’s pretty slow though, and not the brightest lamp on alien street either. I was particularly pleased with how the art for this one worked out.

5. The Snatcher
All this guy cares about is stealing your babies and trying to mutate. It’s like he’s a kind of half-mutant already and is desperate to finish the job. He’s a bit of a coward and will actively try and avoid the player unless directly engaged – watch him though, as he’ll snatch away your progeny and mutate really quickly if you don’t keep an eye on the scanner! This enemy required the most custom AI work.

This brings the total of enemy types to 12, I think I’m going to try and bring it closer to 20 and want to add some ‘miniboss’ type enemies with much larger sprites. few more smaller ones to do yet though…

Dev Time: 2.5 days
Total Dev Time: approx 156 days

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The Master Minion – Upgraded Cannon-Fodder

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The Ninja – Fast And Dangerous

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The Aggressor – You Won’t Like Him When He’s Angry

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The Thug – Strong But Easily Outwitted

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The Snatcher – A Devious Coward