3.8 KiB
title | date | tags | series | ||
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Current state of SupaLidlGame (2024-05-11) | 2024-05-11 |
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SupaLidlGame |
For the past year and a half, I have been working on a Forsen fan/baj game. The reason why I am writing this is so I can see how far I've gone with this project and have some motivation to continue working on it, even if it means forsen will never play this {{}}. I have been meaning to write this but I have gotten really lazy (Forsen build) and just worked on the game without bothering.
But I am now at a point where I want to work on the game, but I do not know specifically what to work on. I even made a Kanban board and a roadmap for this game, and I do not even know what to add to it. Just having this dev log would be nice as I can look back and laugh at wtf was this dumbass thinking.
For a place to start, last July, I made a video showcasing the Dr. Disrespect boss. Since that video, a lot about this game has changed.
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Color Palette
First, what I immediately after uploading that video was change the colorscheme. The "arena" in the video was supposed to look more similar to the arena from Dr. Disrespect's "Depths of the Arena" video, which I based this particular level on.
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I was originally using Adam C Younis's Apollo palette, which is indeed a pretty nice set of colors; I originally used it for other works of pixel art, but I felt a more drab palette would really fit with the game. I switched to using moor64. The desaturated and off-white colors rather really suited the atmosphere of the game.
If you want to compare all of the sprites before and after, here is the commit that changed the color palette of all the sprites
Besides the palette change, I also edited the Doc sprite to better highlight his bulletproof mullet, and made his lance red and black rather than the cyberpunk aesthetic of the old one.
{{<imgproc "doc-lance-old.png" "resize 32x" />}}
{{<imgproc "doc-lance-new.png" "resize 32x" />}}
{{<imgproc "doc-gen-1.png" "resize x32">}} First iteration {{}}
{{<imgproc "doc-gen-2.png" "resize x40">}} Second iteration {{}}
{{<imgproc "doc-gen-3.png" "resize x40">}} Third iteration (new palette; to see difference, click on both images) {{}}
forsenLevel
One gameplay mechanic I implemented into the game is the "level mechanic" {{}} which despite its name, is not actually a level system. It is more similar to Hollow Knight's SOUL system where you deal damage in order to cast spells or heal. The difference here is that you must deal damage rapidly, whereas in Hollow Knight, you can hit an enemy once and hide in a corner. My goal with this change is that it should encourage aggressive gameplay and combos. Playing solely a rangedcuck would be very inefficient, and abusing magecuckery would be expensive (plus you do not gain level from magic damage).
When damage is dealt, your XP bar increases by a quarter amount. After 1 second of not dealing any damage, the bar decays back to 25% of its capacity. When it reaches 100%, the XP resets to 0 and your level is increased.
Currently, the maximum level is 4, and upon reaching it, you can activate your max level ability. Right now, the default one is LowTierGod's lightning, but I plan to different abilities soon.
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Anyways... {{}}
That's all I have to say... for now {{}}