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Level 0 Re: HARDLINE GUNNER - challenging top-down shooter [Playable Alpha Demo] « Reply #21 on: March 15, 2015, 05:55:21 PM » UPDATE 10: Improved Enemy Corpse Animation



Small update. Went through my levels and made some of them a bit shorter and have a few more health boxes. I was playing Hardline with some friends and we couldn't beat the demo boss after about 30 tries so I think I need to make it a little bit easier too.



Also I made the enemy's corpse fragments now fly out of the enemy and spin. They were too lackluster before. Check them out below.



Small update. Went through my levels and made some of them a bit shorter and have a few more health boxes. I was playing Hardline with some friends and we couldn't beat the demo boss after about 30 tries so I think I need to make it a little bit easier too.Also I made the enemy's corpse fragments now fly out of the enemy and spin. They were too lackluster before. Check them out below. Logged MELEE SPACESHIP DEVLOG | MELEE SPACESHIP GREENLIGHT | TWITTER |

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Level 0 Re: HARDLINE GUNNER - challenging top-down shooter [Playable Alpha Demo] « Reply #25 on: March 17, 2015, 06:18:04 AM » UPDATE 10b: Accidentally Made Every Kill Trigger Slow Motion



So wanted to add slow motion to boss and miniboss kills to make them more juicy but I accidentally made a beautiful bug yesterday where every enemy kill triggers slow motion. I really makes the game look like some action movie and it makes it a lot easier. I really should make this a new special gun that triggers slow motion on kill. Love it when this happens.







So wanted to add slow motion to boss and miniboss kills to make them more juicy but I accidentally made a beautiful bug yesterday where every enemy kill triggers slow motion. I really makes the game look like some action movie and it makes it a lot easier. I really should make this a new special gun that triggers slow motion on kill. Love it when this happens. Logged MELEE SPACESHIP DEVLOG | MELEE SPACESHIP GREENLIGHT | TWITTER |

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Level 0 Re: HARDLINE GUNNER - challenging top-down shooter [Playable Alpha Demo] « Reply #31 on: April 04, 2015, 07:40:13 AM » UPDATE 15: Rocket Gun



This is the first attempt at a rocket explosion. I don't think it feels just right yet, but it is a good start. The rocket explosion can currently go through walls. It is the only gun that can do that and till I see it being abused too badly, I will probably keep it like that.



Really enjoying making random guns. On the code side, adding a new gun isn't much work so I can brainstorm and prototype up a new one quite quickly.





This is the first attempt at a rocket explosion. I don't think it feels just right yet, but it is a good start. The rocket explosion can currently go through walls. It is the only gun that can do that and till I see it being abused too badly, I will probably keep it like that.Really enjoying making random guns. On the code side, adding a new gun isn't much work so I can brainstorm and prototype up a new one quite quickly. Logged MELEE SPACESHIP DEVLOG | MELEE SPACESHIP GREENLIGHT | TWITTER |

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Level 0 Re: HARDLINE GUNNER - challenging top-down shooter [Playable Alpha Demo] « Reply #33 on: April 10, 2015, 10:18:36 AM »

UPDATE 17: Corpse Explosion Gun



New gun idea. With this gun, on enemy death, the corpse starts flashing and can be exploded at any time. This gun is really similar to the Goldeneye 64 remote mines mechanic where you can detonate them at any time you want. Now you can kill a few enemies, lead the rest to the corpses and explode them all. It's extremely satisfying to watch everything explode on command.





New gun idea. With this gun, on enemy death, the corpse starts flashing and can be exploded at any time. This gun is really similar to the Goldeneye 64 remote mines mechanic where you can detonate them at any time you want. Now you can kill a few enemies, lead the rest to the corpses and explode them all. It's extremely satisfying to watch everything explode on command. Logged MELEE SPACESHIP DEVLOG | MELEE SPACESHIP GREENLIGHT | TWITTER |

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Level 0 Re: HARDLINE GUNNER - challenging top-down shooter [Playable Alpha Demo] « Reply #34 on: April 11, 2015, 06:16:03 AM » UPDATE 18: New Enemy - The Blob



Was just messing around and came up with a cool new enemy type. This time it's not a square. I'm planning to make the blob not hurt the player but slow them down on contact. The player can choose to kill them, by attacking the center, or just push the blob out of the way for the player to pass.











This was cool, but wasn't enough, so I made the circles's radius randomly change for each point of it.







Now it felt like a real blob. To improve it even better, I made it rotate ever so slightly







Added enemy bullet collision as well. Enemies can't kill the blob but can help you in pushing its walls in. Makes it feel like a real part of the game world now.







Since enemies bullets can't kill it but your bullets can, I added a flash on hit, so you visually know exactly when you are doing damage to it.





I first started with getting a circle around the blob and make it collapse on collision with bullets.This was cool, but wasn't enough, so I made the circles's radius randomly change for each point of it.Now it felt like a real blob. To improve it even better, I made it rotate ever so slightlyAdded enemy bullet collision as well. Enemies can't kill the blob but can help you in pushing its walls in. Makes it feel like a real part of the game world now.Since enemies bullets can't kill it but your bullets can, I added a flash on hit, so you visually know exactly when you are doing damage to it.



I didn't really code anything extra fancy to get the blob's walls to act like they do. No complicated math or fancy algorithms needed this time. All that I did was create a bunch of collision boxes around the blob at a set radius. If any box is hit by a bullet I decrease that boxes radius by a little bit. And also each box's neighbour will decrease by half of that. I draw a polygon connecting every collision box's center points and what you get is the blob effect. Here is a gif showing the collision boxes and how they respond to bullets.









Was just messing around and came up with a cool new enemy type. This time it's not a square. I'm planning to make the blob not hurt the player but slow them down on contact. The player can choose to kill them, by attacking the center, or just push the blob out of the way for the player to pass.Now I am satisfied with it. Next i will just add a few already existing enemy AI's to it to make it follow the player on sight or anything else that I think it will benefit from.I didn't really code anything extra fancy to get the blob's walls to act like they do. No complicated math or fancy algorithms needed this time. All that I did was create a bunch of collision boxes around the blob at a set radius. If any box is hit by a bullet I decrease that boxes radius by a little bit. And also each box's neighbour will decrease by half of that. I draw a polygon connecting every collision box's center points and what you get is the blob effect. Here is a gif showing the collision boxes and how they respond to bullets. Logged MELEE SPACESHIP DEVLOG | MELEE SPACESHIP GREENLIGHT | TWITTER |

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Level 0 Re: HARDLINE GUNNER - challenging top-down shooter [Playable Alpha Demo] « Reply #35 on: June 17, 2015, 10:29:11 AM » UPDATE 19: I'm Back



It has been a while since my last post. I've been on vacation, backpacking through Indonesia. It was my first time doing something like this but it was such a great live changing experience that my only regret was that I didn't do it sooner. Needless to say being away from my computer and Hardline dev was hard so once I returned home I jumped right back into the mix.





Last week I brought the current build of Hardline Gunner to Bento Miso's Games With Friends event and got some much needed playtests in. Got some great feedback and also got a chance to see where people struggled to understand the mechanics. The spin mechanic is really the most valuable in the game and a few players had trouble figuring out the timing with the visuals that I was providing. Needless to say, the first thing I did when I got home was implement a much more clear way to show spin.





New Player Spin Invincibility:

Now spinning creates new individual objects around the player. Each has its own collision and changes color if it collides with a missile. Once the spin deflecting portion is complete, the shield will remain around the player





It has been a while since my last post. I've been on vacation, backpacking through Indonesia. It was my first time doing something like this but it was such a great live changing experience that my only regret was that I didn't do it sooner. Needless to say being away from my computer and Hardline dev was hard so once I returned home I jumped right back into the mix.Last week I brought the current build of Hardline Gunner to Bento Miso's Games With Friends event and got some much needed playtests in. Got some great feedback and also got a chance to see where people struggled to understand the mechanics. The spin mechanic is really the most valuable in the game and a few players had trouble figuring out the timing with the visuals that I was providing. Needless to say, the first thing I did when I got home was implement a much more clear way to show spin.Now spinning creates new individual objects around the player. Each has its own collision and changes color if it collides with a missile. Once the spin deflecting portion is complete, the shield will remain around the player Logged MELEE SPACESHIP DEVLOG | MELEE SPACESHIP GREENLIGHT | TWITTER |

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Level 0 Re: HARDLINE GUNNER - challenging top-down shooter [Playable Alpha Demo] « Reply #36 on: September 25, 2015, 09:39:23 AM » UPDATE 20: New Start Screen Prototype



Was inspired by old arcade games playing themselves while the start screen is AFK. This is my first attempt at loading and scrolling through levels in the start screen.

Currently I'm just loading them and ignoring all the enemies and special walls, scrolling from the start square to the end square. I need to do some transition work from one level to the other but so far I think it is a nice improvement from the old boring black.









Was inspired by old arcade games playing themselves while the start screen is AFK. This is my first attempt at loading and scrolling through levels in the start screen.Currently I'm just loading them and ignoring all the enemies and special walls, scrolling from the start square to the end square. I need to do some transition work from one level to the other but so far I think it is a nice improvement from the old boring black. Logged MELEE SPACESHIP DEVLOG | MELEE SPACESHIP GREENLIGHT | TWITTER |