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Game Dev Trello Board

In previous blog posts, I've shown bats, rats, and zombies - covering the airborne & grounded moving enemy archetypes. But there was one enemy archetype missing: the classic stationary turret, the bone pillar.

These enemies are unable to move, but can attack the player from a distance, unlike the other enemies which need to get within melee range to attack.

When the player enters a certain range, the enemy will charge & shoot a projectile, clearly demonstrated in the image below. Only the turret within line of sight attacks.

To compensate for their inability to move, these turrets will take at least 3 hits to kill. Additionally, their attack can still hit Elayne while crouched, forcing the player to hit or avoid the incoming fireballs. Notice that all attached turrets die simultaneously.


Also...

I've implemented a simple pause system, which takes a screenshot of the application surface (the game) & de-activates all relevant in-game objects. Then re-activates all of those objects when resuming the game, ensuring everything works as it should.

I'm not yet sure how the pause screen should look like, but at least it's programmed in now. A simple screenshot works fine, but we could also display another image or some kind of information when paused too

Current Agenda:

Programming:

  • Room/Level Transition
  • Zombie Dormancy

Asset Creation:

  • Level Design Assets

Sprites:

  • Level Design Kit
  • Update Player
  • Update GUI
  • Update Enemies
  • Update Weapons

Extra:

  • Music & Sounds

Don't forget to eat & sleep.

Comments

GrievousLizard

Hey, have you ever thought of using Unity?

Brellom

While I'm sure I've considered it, I never saw too much of a reason to do so when I was already a bit more familiar with GML. I would've had to learn a new engine. I enjoyed seeing Mark Brown use it for his indie magnet game, however.