Game Dev

Menu and Music

Hey there,

It’s been a while.
Truth is I never stopped working on the project but since I’m not working on gameplay anymore (I’m trying to restrain myself from adding anything else there), I’m mainly working on boring parts: Menus. Currently I’m making the end level menu where you see what you earned and the achievements you unlocked. It’s really a pain but it’s a must have, right?

Screenshot 2020-02-03 at 01.25.50.png

Here is the current state. It’s really basic and I still have a lot more to do there. The orbs on the right side will be replaced with a diamond image later on.

Aside from this, to keep my stamina high, I’m exploring sounds… One of my biggest challenges yet to come is really how the game will sound like. I’m having fun making few themes by myself, but I don’t think it will be an option on the long run…

Here is the theme for the tutorial :

More to come…

Game Dev

HUD bars alive !

Todays is a public holiday in France ! So I felt like working a bit on the game.
I’ll do several posts in a row most likely. Because so many things happened at once !

First of all, I integrated the HUD bars I mentioned before. I’m not yet satisfied by the look and feel though but the whole thing is working as expected.

HUD_status_bars.gif

At the begining of the game the player will only have 2 life slots. The cats you’ll encounter will require some twicks to be less aggressive at that stage of course… Here, even if I died on purpose, it was way too fast for a beginner experience.

The blue gauge is for the dash.. At the begining of the game you’ll only be able to do 2 dashes in a row.

Of course, maximum life and dash will be upgradable with in app purchases (real and virtual money).. Wait, I heard you say “That’s so capitalist..”. Please don’t, not just yet ! I have plenty of other purchases planned and even more to imagine 🙂

The red bar in the middle is dedicated to the “Super” or “Special attack” (I think it’s more suitable). It gets filled after getting a red orb. It should be possible in the end to change the special attack. And the more the special attack is powerful the more orbs will be required. Pretty basic.

Then it will be possible to get such a display :

HUD_status_bars_full.gif

Let’s keep going..

Game Dev

HUD bars concept

I started working on the super combos, those combos you can trigger under certain circumstances. I’ll be soon introducing a new type of orbs for that. So far I have the yellow orbs (money) and the green orbs (life). Then I’ll create the red orbs for filling a dedicated combo bar. Thinking about those aspects of the gameplay ended up with a first draft of the HUD character’s bars. By the way HUD stands for Head Up Display.

It’ll be possible to buy/earn some perks to raise the maximum of each bar.

LifeBar.jpg

The “Dash” bar is the only one that is filling itself automatically. It enables the character to dash a limited number of times in a row.

It’s still not integrated but it’s ont the way. The following picture is just a Photoshop fake integration.

LifeBar_psd.jpg