Version 0.3: Level editor edition!
It's been a long time since the last update. I've been quite busy with uni work, but I can finally lay that to rest now that I've graduated. Made quite a bit of progress since the last update, so let's get into it.
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Features
Level editor
The level editor is a built in mode that allows you to create your own levels (duh). I've tried to implement most features you'd expect, such as the ability to:
- Edit walls (you can add, delete, copy and move walls)
- Place objects, such as checkpoints or enemies
- Set the player spawnpoint
- Pan and zoom with the camera (middle mouse button)
- Undo or redo actions (CTRL + Z / CTRL + Y)
- Save and load levels as .json files. Share a level with a friend!
Some missing features:
- A secondary sidebar, displaying buttons and proper instructions for controls
- The ability to undo/redo non-wall object placement
- The ability to copy/move non-wall objects
Hoping to get these features (as well as bugfixes and QoL) in soon. Mouse and keyboard is most optimal, but you can also use a controller!
As you can tell this is still a work in progress. That said, feedback is welcome.
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Weapon mechanics
Prior to the level editor, some other features have been in the works too:
New weapon: sniper rifle
- The main attraction here is the ability to slow down time! See the 'bullet time mechanic' bullet point below. This weapon's projectiles also pierce enemies.
- To balance this, the weapon has 2 shots, rather than 3. The player can only use this weapon if a level provides it, meaning level design can be made to fit the weapon.
Bullet time mechanic
- The mechanic used by the sniper rifle. When holding down the shoot button, time slows down for a short duration. This affects virtually everything in the game world. You can use it to improve your aim, or to dodge attacks.
Level mechanics
Added checkpoints
- You'll no longer have to start all the way at the beginning on death :)
- Reaching a checkpoint restores your shield. You also get your shield back if the player dies.
Added boost pads
- These give the player a horizontal speed boost when stepped on. They may provide even more speed than your weapon's recoil.
Enemies
Added enemy AI type: tracking turret
- With this comes the rocket launcher enemy. When the player is in range, it tracks the player's movement and shoots at them.
- The rockets themselves also follow players and explode on impact (or after a delay).
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Fixes/refactors
Camera
Camera moves ahead of the player if they are sprinting (indicated by the dust clouds when running fast)
- This, combined with slightly slower player movement should give a bit more time to react to upcoming obstacles.
Player
Variable jump height
- The shorter the jump button is held, the lower the jump height. This gives the player more control.
Tweaked player movement
- Specifically: slower running and falling speed.
Refactored player state machine
- In-game this shouldn't make much of a difference, but let me know if you encounter any glitches.
Added after image visual effect when running very fast
- An example where this occurs is when the player steps on a boost pad.
User interface (UI)
Playing with mouse/keyboard or gamepad now displays the same cursor
- They used to differ before, but now the visual is consistent.
Files
Get Recoil game
Recoil game
A momentum based platformer where you use your weapon to propel yourself forward
Status | Prototype |
Author | Superachi |
Genre | Platformer |
Tags | 2D, Pixel Art, Singleplayer |
More posts
- Week 3 status updateJul 30, 2023
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