Enemies in place, and transmission dialogue system in place. (Patreon)
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Heyo everyone! This week we've gotten a little more done than originally intended. Progress is still great! I also did a couple more fixes on SpunkStock for the last week. Also what's awesome news is that SpunkStock is on "Popular Upcoming" on Steam!
This caused a spike in wishlists, which is super exciting! Thanks for all the support!
Now... let's get in to what this week has been like:
The enemy spawn system, tracks, and AI for specific enemies have been created. All enemies have been placed, and the full rough layout has been done. After completing that, I created the "transmission" dialogue scripts. I designed it to be easy to adjust on the fly, (to help it fit with voice acting, and have a priority system in case something needs to be said at specific times).
(This might sound kind of boring to some of you, but it's something that took me a bit, and I think is kind of neat.) This is if the Player's dialogue in the game is flagged with low priority. (It will be added to a queue instead of playing when you hit the trigger.) This makes it so conversations/banter between characters goes uninterrupted.
For some dialogue I can easily flag it as "high priority". When you hit the trigger, it will cease any transmissions, and clear any dialogue queue. (This will be used in instances like "Use the brakes", and things that call for immediate action.)
This is if the player's dialogue was set to "high priority". (It cuts off the previous dialogue)
Sorry if that was a bit uninteresting, but it's all stuff that needs to be done, and I thought I'd share it.
In this clip, there is an ally ship that I saved. Upon saving them, they come in to kill an ambushing enemy for you. This is the entrance to the city from the water. Death animations (like explosions aren't in yet, so the enemies just kind of poof at the moment... but in time..)
There is a good amount more to this level, but I think I will stop there for the post. Obviously this is still quite early, and many things are subject to change, but I hope you guys enjoyed some of the first looks at the game in motion.
On top of all of this AmHidden has been working on a story board of a short cutscene we will be doing to branch the player from the end of this level into the first Hscene.
This upcoming week my goal is to have the boss sequence fully implemented. (His intro, and the full boss fight). If I manage to get that done in a timely manner, there will likely be some refinement and balance to do for transmission triggers, and enemy speeds/placements. I'll be sure to let you guys know how it goes next week. (OH! and also this week I will be sending out all the keys for eligible patrons, and dealing with the SpunkStock release ahaha. Here we go!)
Thanks again guys for all of your support! This week is finally the week SpunkStock hits the stores, and we take steps forward. Catch you all next week for the next update!
-Regulus