This latest update includes the system for purchasing items, and the implementation of the revive item. So after doing a few runs and collecting coins, you can then buy yourself one or more revive items. If you have any avaialble, you’ll see an additional button upon death
As mentioned in the previous post, I altered the speed a little. Slowed it down to allow more reaction time, and give the player a better chance to see things as they happen. Feeling fairly happy with this change. Another change I needed to make concerned the UI, as I added in some new mechanics and the UI needed to be shifted around. You can see I moved the resource bar moved to the top.
One of my focuses with doing the new version of this game was to add abilities and other mechanics for the player to use. The first one I have now implemented is simply firing a little snowball on tap at a fire pit. This doesn’t remove the fire pit from game, but changes its state so it no longer does damage to the player’s snowball.
The game has not changed much looks wise since I last posted, but I’ve gotten some important functional changes done. The game now works with a randomly generated route, instead of a fixed one. What this means is the game can be truly infinite, and dynamic as I add more permutations and type of terrain.
I took a break from development on Snowball Effect for around a month. I participated in LibGDX Jam. You can check out my entry here if you wish.
It’s been a busy week, but I found some time to get back to working on the game. I implemented the much needed curves to the terrain generation.
Pretty happy with this progress. I fixed the numbers and managed to get the projection working correctly. Though a major problem i had was the original code I referred to for this style assumed an anchor point of being smack in the middle of the sprite. MelonJS like a lot of 2d game engines defaults to top left for the anchor point.
So managed to get the slope & objects moving with it fairly well. Still needs some tweaks. Also put a newer backdrop in.
A little bit ago I decided to take a break from the stealth prototype, and revisit my snowball game to make it good.
As I mentioned in the last post the focus of this prototype is going to be sneaking, and hacking to avoid enemies as supposed to killing. So I wanted to add a hackable wall that allows you to circumvent the enemies. It’s a vent duct of sorts that you can sneak into. The hacking for it is super simple, just a press button with a timer.
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