Energy Grid Map Generation
As i’ve been balancing the numbers for the game. I realized that the way to win was to tech up as fast as possible, and just put solar panels everywhere. This just didn’t have much in terms of strategy. I want the positioning of your gatherers to matter more. The simple way to do that is reduce the number of places you can build them.
Spring Update on Energy Grid
Back in the fall I started on a roadmap for Energy Grid, to figure out where take it. The main components that I set to focus on was rendering the tech tree. This led me to having to build out a number of systems, which led me to new challenges such as font/text wrapping.
Taking My Jam Entry Further
My last post on here was about an archery game I started. That’s still a game I want to build, but at the end of July I decided to participate in Ludum Dare. Knowing I could re-purpose components and systems I built for the archery game, I felt confident that I could do a game jam with Rust.
Tilemap Parsing, Ground Detection
The past few months have been a fair bit of learning on doing graphics programming, and how to use some of the existing libraries with Rust. Now that I have some foundation, I’ve been able to start on actual logic needed for a game.
Snowball Effect Skins
As the game gets closer to release, I’ve worked on a few skins that you’ll be able to purchase, and use to your heart’s content. I wanted to make some that were a bit out there, and out of place, to make things more fun.
Shield item implemented
The second item to create was of course a shield. As you buy them from the store, a shield button will appear for you to use. It gives you 3 hits of protection against hazards. Have a look!
Revive item implemented - Snowball Effect
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
Snowball Effect, Challenges
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.
Snowball Effect, new mechanic
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.
Snowball update, random infinite runner
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.