95 lines
3.8 KiB
Markdown
95 lines
3.8 KiB
Markdown
---
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title: "Current state of SupaLidlGame (2024-05-11)"
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date: 2024-05-11
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tags:
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- software
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- gaming
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series: SupaLidlGame
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---
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For the past year and a half, I have been working on a Forsen fan/baj game. The
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reason why I am writing this is so I can see how far I've gone with this
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project and have some motivation to continue working on it, even if it means
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forsen will never play this {{<emote LULE>}}. I have been meaning to write this
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but I have gotten really lazy (Forsen build) and just worked on the game
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without bothering.
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But I am now at a point where I want to work on the game, but I do not know
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specifically what to work on. I even made a [Kanban board and a
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roadmap](https://github.com/users/HumanoidSandvichDispenser/projects/4) for
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this game, and I do not even know what to add to it. Just having this dev log
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would be nice as I can look back and laugh at wtf was this dumbass thinking.
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For a place to start, last July, I made a video showcasing the Dr. Disrespect
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boss. Since that video, a lot about this game has changed.
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{{<youtube YI5GtBjGE2M>}}
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# Color Palette
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First, what I immediately after uploading that video was change the
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colorscheme. The "arena" in the video was supposed to look more similar to the
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arena from Dr. Disrespect's "Depths of the Arena" video, which I based this
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particular level on.
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{{<youtube id="41cSjPTiesM" start="165" end="285">}}
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I was originally using [Adam C Younis's Apollo
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palette](https://lospec.com/palette-list/apollo), which is indeed a pretty nice
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set of colors; I originally used it for other works of pixel art, but I felt a
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more drab palette would really fit with the game. I switched to using
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[moor64](https://lospec.com/palette-list/moor64). The desaturated and off-white
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colors rather really suited the atmosphere of the game.
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If you want to compare all of the sprites before and after, [here is the
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commit](https://github.com/HumanoidSandvichDispenser/SupaLidlGame/commit/5c7b5a86a8ddf839b13253f7cf70c95ee36a5040)
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that changed the color palette of all the sprites
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Besides the palette change, I also edited the Doc sprite to better highlight
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his bulletproof mullet, and made his lance red and black rather than the
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cyberpunk aesthetic of the old one.
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{{<imgproc "doc-lance-old.png" "resize 32x" />}}
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{{<imgproc "doc-lance-new.png" "resize 32x" />}}
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{{<imgproc "doc-gen-1.png" "resize x32">}}
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First iteration
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{{</imgproc>}}
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{{<imgproc "doc-gen-2.png" "resize x40">}}
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Second iteration
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{{</imgproc>}}
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{{<imgproc "doc-gen-3.png" "resize x40">}}
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Third iteration (new palette; to see difference, click on both images)
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{{</imgproc>}}
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# forsenLevel
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One gameplay mechanic I implemented into the game is the "level mechanic"
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{{<emote forsenLevel>}} which despite its name, is not actually a level system.
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It is more similar to Hollow Knight's SOUL system where you deal damage in
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order to cast spells or heal. The difference here is that you must deal damage
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rapidly, whereas in Hollow Knight, you can hit an enemy once and hide in a
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corner. My goal with this change is that it should encourage aggressive
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gameplay and combos. Playing solely a rangedcuck would be very inefficient, and
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abusing magecuckery would be expensive (plus you do not gain level from magic
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damage).
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When damage is dealt, your XP bar increases by a quarter amount. After 1 second
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of not dealing any damage, the bar decays back to 25% of its capacity. When it
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reaches 100%, the XP resets to 0 and your level is increased.
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Currently, the maximum level is 4, and upon reaching it, you can activate your
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max level ability. Right now, the default one is LowTierGod's lightning, but I
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plan to different abilities soon.
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{{<video src="https://gachi.gay/G96cE">}}
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@weebs, do it NOW! {{<emote forsenMaxLevel>}}
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{{</video>}}
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# Anyways... {{<emote PepeHands>}}
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That's all I have to say... for now {{<emote Pepebanes>}}
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