SSG Devblog 3

What's new?

New graphics, new enemies, new environmental obstacles, and a new GameMaker! 

New Enemies

Three new enemies added, the Buzzsaw, Elite Shooter, and the Kamikaze (not shown). Buzzsaw has a shield and energy blades. The Elite Shooter is a slightly smaller and faster version of the generic shooting enemy. The Kamikaze ships spawn at a later difficulty and fly towards you and explode on contact.

New Trails

The old thruster trail system I had was very resource heavy since I was using instances. I switched over to a particle system, which kind of looks better, and takes hardly any resources. Now I can have at least 60 enemies on screen all shooting and not lose frames.

New Beacon art

The old Beacons looked lame and didn't have any graphical changes when activated which led to some confusion. The new Beacons look a lot better and clearly show when they are activated. I still might revise this art in the future, but for now it's good.

Environmental Obstacles

The level design for this game has pretty much been non existent before now. Essentially just a random spawning of asteroids and that's it. That makes it hard to know where you are in the level, and it's boring. So I'm working on some new environmental elements (placeholder art for now). On the left are wall blocks that will create physical landmarks that will help you know where you are on the map. On the right is a "space cloud" that slows all ships down. This serves as a landmark but also a hazard that you can potentially use to your advantage.

SSG Devblog 2

WHAT'S NEW

This past week I've been adding fun things that help make the game an actual game, stuff like new enemy types, a boss (that still needs a lot of work) some new graphics, and level completion mechanics. Above you can see a new powerup (that's way too overpowered currently), and the new enemy type "Lightning Bugs".

ssg shake.gif

GAME FEEL

It's important for games to "feel good", and an easy way to do that is add a little camera shake when certain things happen. It makes the action feel more alive, and that makes it more fun to play.

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EXPLOSIONS!

Here you can see the evolution of the explosions.  I'm creating them using a particle system and had to figure out what settings worked best. The first one was too boring, the second one was a bit too crazy (but I kind of like it anyway) and the third is a little more subdued. I'm still not done tweaking it, but at least now they are in the game.

SSG Devblog 1

Some Dev gifs from my new game I'm prototyping in Game Maker Studio. It's going to be a space fighter bullet hell type game with semi procedural generated levels. Most of these gifs are zoomed in to focus on the action, the actual playable screen is much bigger (shown further down).

First mechanic test.

This shows my first thoughts on how to show the player the information they need without making a HUD. My plan is to have all the information shown by circle indicators on the ship, however there is a lot of information to show so I have my work cut out for me on how to make it as clean and simple as I can.

Compass element

As I was play testing I realized that everything was moving WAY too fast to be able to dodge enemy bullets so I slowed everything down. I also added a compass element that points towards the nearest enemy so you don't have to fly blindly around the map to find enemies.

I also made it so that mouse clicks spawn XP for testing purposes. This also shows the three rings for leveling up.

full screen

This shows the full screen that the player will see. Now things are starting to get a little crazy, but still fun to play (at least I think so). I also added a temporary boosting mechanic because sometimes you just gotta run away.

Bonus cat ship gif