Game Dev

Level 7 completed!

I just finished the level 7! It was quite a challenge since it came with a new gameplay (NPC protection) and quite some scripted events. The result is ok-ish, but I think it’s way too long. I’ll need to get some feedback to see if it needs to be split.

Anyway, here it is:

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Main computer

In this level, the mecha will make its first apparition but the player will have to destroy it. It won’t be possible to pilot it before the 2nd world (after the 10th first levels).

3 more levels to go before I do a bit of proper sound integration and before the Beta.

Game Dev

Level 7 Part 2 – WIP

I’m now working on the part 2 of the level 7. It’s basically the inside of the laboratory.
In there I will introduce the robot crawlers and some of the traps (such as flame thrower).

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Down to the lab!

The crawlers are used as “security guards” in this part of the level and the player will mainly face those inside the lab.

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Crawlers are dangerous!

In this level, I’m trying to be more cautious to the lights and shadows. I made big shadows that will be visible on rocks here and there. Having the other character following the player reminds me of Rayman in some places.

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Flame thrower and shadows in the background

The player will have to run when the flame thrower is holding fire. It will be a bit tricky since he is followed by another character. But I’ll see.

As I said previously, the story of the game is nothing fancy but I’ll still add here and there some scripted scenes to give a bit of background to the characters (like in level 4). The level 7 will reveal few things about our rabbits. Again, nothing fancy. It’ just to give a meaning to the quest!

Game Dev

Level 7 Part 1

Level 7 is a bit different from the previous one. It’s the first level where the player is not “alone” and followed by a fellow rabbit (AI). This NPC (Non Player Character) has to be protected by the player. In the future I intend to have some characters fighting alongside but this one is simply following and taking hits. If he dies, it’s a game over.

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Protect your friend!
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He will follow you everywhere!

In this first part, the NPC will open the door to the next part by accessing a terminal. In future levels, I’ll problaby reuse this terminal so the player has to enter a password found in the level to proceed further.

Screenshot 2020-06-14 at 01.20.03

So far I decided to make the NPC sensitive to the player’s attacks. But it makes it quite tricky to fight and protect at the same time. It’s really not an easy level. But I’ll keep it as it is and wait for Beta’s feedback.

Did I mention it? I’ll be doing a closed Beta to gather feedbacks when I reached Level 10.
If anybody is interested, please send me a private message.

Game Dev

Level 6 completed!

Alright.. I’m done with the level 6 as well. It took me less than 3 days to complete. It shows that I’m more and more aware of the tools and of the process of level creation itself. And it could have been even faster if I didn’t have to do a tutorial there.
I’m quite happy of the result:

 
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Level 6 – Part 1
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Level 6 – Part 2

The part 2 is slightly shorter in terms of exploration due to the fact the tutorial takes some time to complete.

Enter a caThe teacher has to be an asshole
Learning how to use the Super Attacks

I can now put red boxes as the one on the previous screenshot here and there in levels so the player can use the Super Attacks. It also means I will be able to do harder battle waves.

Four more levels to go before I start integrating some sounds. Then I’ll tweak the prices and stats of the item in customisation menu. And finally, I’ll start the Beta. I can’t wait!!

Game Dev

Level 5 completed

I completed the level 3 days before.
It’s not the best level but it gives a bit of fresh air.

The level features the first boss of the game. It’s an easy one… But I’m still happy things are getting live.

Damage ship after you won

Also this level introduces the Super Attacks and the perks. But I didn’t want to have tutorial about this here because this level is just for fun. It’s possible to finish it without understanding those things. The Super Attacks will be properly explained in the level 6.

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Jet pack gunner and boss

I’m done with designing the enemies of the level 5. I added a gunner shooting 2 bullets at a time and a boss.

I do like his style

The boss will be the cat wearing a suit introduced in the level 4.

The AI of the boss is quite basic. It does a lateral moves in a loop and canons shoot forward while the turret rotates and aim at the player.

Alright, now let’s build some waves, add a bit of tutorial, and put some dialogs!

Should be completed over the weekend!

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Level 5 – Concept

The level 5 will be the first level with a shooting sequence.

The level starts with the introduction of another NPC. He will be present in some of the following levels where technology is involved (should be level 8 and 10).

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Introduction to level 5

The level 5 reuses the work I previously did on the shooter mode. I’m making the AIs to have a basic variety of enemies. It’s really inspired of various Space Invaders like games. And I really want to keep my 2D/3D work to the bare minimum here. I just created some basic animations and I’m using the same jet pack for everybody. It’s low cost but with a bit of colors and sFX it starts to be ok.

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Basic enemy not firing

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Gunner firing 1 bullet at a time

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Muscle gunner cat firing humming rockets

There is a fourth enemy that I’ll do who will be firing bullets in 3 directions. And finally I’ll do a simple boss. So far so good.

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Testing the enemies

I hope I can finish this by the end of the week and get back to classic levels!

 

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Masks for gunners

In the level 4 I introduced the gunners and I realised they didn’t really stand out.
It was not really easy to noticed the difference in the texture: Gunner cats wear red pants, but that was it. I just added a mask so whenever we see a masked enemy we know it’s a gunner:

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Gunner after I died

Same goes for the Heavy Gunner (who will appear really later):

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Heavy Gunner

Same goes for the flying cats of the level 5. Yeah, level 5 got flying cats… 🐱

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Level 4: Gunner and scripted bridge

I just finished the level 4.

This third ans last part is under the rain again and it finally introduces 2 things:

  • Scripted bridges: Just like in the introduction of the level (showing the scripted event with the cats), destroying an explosive barrel will trigger the fall of a rock. Here it will enable the player to cross.

Screenshot 2020-05-09 at 01.40.15Screenshot 2020-05-09 at 01.41.00

I’ll reuse this mechanic later for sure!

  • Cat gunners: In the introduction one gunner shot the explosive barrel so I thought it could be a good level to introduce it as the last enemy of the level. I feels like it’s a bit tough but I’ll have to let some people try it so I can adjust.

Screenshot 2020-05-09 at 01.44.05

Alright: 4 levels completed. Let’s proceed with the next one! 💪

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Underground

As mentioned in the previous post, part of the level 4 is happening in an underground.

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Underground map

Nothing fancy there. It reuses most of previously introduced enemies, props and mechanisms. The length of this part is slightly longer than previous though.

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Bats flocks can be seen here and there

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2 cages are hidden in the map

Let’s continue with the next part of the level.