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

Recoil game ver 03.zip 5.6 MB
Nov 16, 2023

Get Recoil game

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