Devlog 03 - AGDG 53 (2023-11-03)
Here is a list with dates of all the work done since the last update of the game. more formal devlogs and maybe even some videos soon to come
2023-11-03
- fixed persistence with local item containers
- roomstate stores the local inventory of a box or chest at the itemBox's path() as key, then updates on load
- fixed [[Puck]] and [[TM1200]] displaying null for damage values
- created new [[Room A37]]
- new assets
- 3 background sprites
- ruined pipe back layer & front layer
- platform sprite
- collisions
- connections
2023-11-01
- fixed footstep / landing sound effect controller playing incorrect sound when landing on grounds with DropDown tag
- created new [[Room A35]]
- backgrounds, layers, sprites, parralax, lighting
- collisions
- map tiles
- events
- connections
- puzzle with mechanism to open locked gate
- sprites & scenery assets
- 3 platform sprites
- metal girder sprite
- 3 background layers
- misc metal mechanism box
- designed new NPC robot
- design sketch
- 3d model
2023-10-16
- refactored item boxes and item storage screen
- item box can be used as a standalone or connected to the player's static storage
- an item box can have its own inventory that the player can take from and place into
- item storage screen gets its name and inventory from the box (node name and localInv)
- if the box is playerStorage then it gets the inventory from the storage list in the save data
- created new [[PowerBauble]] : [[Scraplaunch]]
- when activated, hurls a piece of scrap out of the inventory and launches it at an enemy, doing a small amount of damage
- ToDo:
- launch multiple pieces at once based on bauble level
- create a launch queue for launching multiple, offset slightly so they dont all appear at the same time and overlap on the same spot
2023-09-19
- added Jumping, Falling and Landing states to [[Arsonist]]
- arsonist can now detect when there is a wall or object in front of them, blocking their path and attempt to jump over it.
- fixed bug where incorrect targets would aggro the arsonist
- refactored Damageable
- create Flammable prefab
- ignites when hit with any hitbox with Fire type damage
- Fire will burn object and others over time
- Created wooden box which combines pushable with flammable
- bursts into burnt debris when burned through
- created Fire prefab
- particles, animation, sprites, lighting, sound effect, collisions, implementation
- physics layer refactors
- by default, ActiveHitbox collision mask now checks layer 11, which is "Destructables" intended for objects which can be hit by stuff
- layer 12 will be used for NPC Entities, not yet used
- flammable exists on layer 11, so hitboxes will collide with it and call its take_damage() method
- this was necessary because the colliders used for enemy NPC aggro checked layer 2, the Player's layer, so having an object such as Flammable simply be on layer 2 and 6 to catch all hitboxes was not viable, as it would then trigger aggro
2023-09-18
- went through all player states and made sure they are triggering module's exit condition for each respective action
- made new [[Room A34]]
- background art, sprites, layers, parallax
- ambiance, effects
- collisions,
- connections
- connects to [[Room A30]] on the right
- has a note, [[Old Diary]] with lore and hints
- started working on flammable objects that ignite when hit with fire type damage, burn over time and spread fire
2023-09-17
- implemented typed damage
- Aspects
- entities can have damage that inflicts a particular type, and respond to different types
- implemented [[Arsonist]] NPC
- prefab
- exported animation as spritesheet, setup animations
- states, logic, code, connections, signals
- sound effects
- explodes on death
- explodes when hit with Explosive type damage
2023-09-16
- Worked on [[Arsonist]] model:
- finished modelling, texturing, rigging, animating
2023-09-15
- modelled flamethrower
- started modelling new enemy: [[Arsonist]]
2023-09-14
- got back on github and got everything checked into revision control
- BIG refactor of notes
- notes are now defined as data within Notes.json under the Data folder
- they contain all the notes information, including references to the frame image, the subject image and the display template prefab to render the note when looking at it
- There are a handful of templates for displaying different kinds of notes, but can be configured in a variety of ways via their initialize(function)
- tested and replaces all the instances where notes are loaded
2023-09-10
- designed new HUD elements
- changed HUD hp readout to have four blips instead of one, more accurate read of current HP
- fixed mouse type on item actions submenu
- added more stuff to [[Room A30]]
- connected [[Room A26]] to [[Room A30]]
- updated map tile sprites accordingly
- added more exits and entry points to [[Room A26]]
- added secret
- fixed [[Minirolla]] crashing when entering strafe state after taking damage
- created new [[Room A32]]
- art, background, sprites, assets
- layers
- collisions
- sounds
- gate animation
- exits & entry points
- map tile
- created [[Cogwheel Box]]
- requires a [[Rusted Cogwheel]] to operate, triggers events
- animation
- sprites
- sound effects
- refactored map screen and shaders
- when identifying that something has been unlocked, locked or blocked off for the purposes of updating the map display, the state of a room in the game's data, roomState, should be given a parameter, "unlocked"
- "unlocked" is now an array of float values corresponding to the red value of the pixel color on the corresponding room's map tile to replace with the modulation color
- the shader has an array of rValues by default, must be configure when creating a dynamic map tile, default values should all be over 2.0 because its unlikely a sprite will have rvalues above 1.0
- target rValues are searched with a +-0.01 descrepancy. when making sprites, be sure to take this into account when assigning pixel colors
- not the value that actually ends up being able to change the pixel, as values entered during sprite creation will often not be entirely accurate
2023-09-09
- implemented Echolocation power bauble
- effect type
- Shockwave effect
- shader
- code
- sounds
- onscreen sense effect
- implementation
- animation
- fixed pickup on itemget, moduleget and baubleget crashing if pressed repeatedly
- also fixed cancel button, and equip button on moduleget and baubleget
- fixed game over screen allowing UI prompt multiple times
- fixed bauble selection not restricting ui input to other elements on screen, causing problems
- updated ui in BaubleModule
- replaced X icon on disconnect button with an "unlink" icon to hopefully convey the meaning better
- fixed mouse type on bauble selection
- fixed mouse type on settings menu options
- fixed mouse type on pause menu
- fixed interact icon on recharge station
- controls layout screen now detects whether input is gamepad or mouse&keyboard and shows corresponding layout by default
- settings menu now only prompts user to save changes if changes were actually made
- battle music now ends if you enter a room with no enemies
- fixed: player would stop moving if you start a jump running but landed the jump without holding the run button
- removed many of the rust crawlers in certain rooms due to their placement being very annoying to deal with
- created Specimen Record for Drones
- added items, powerups and notes to [[Room A11]]
2023-09-08
- Created new power baubles:
- Impact: status type, increases knockback
- Daze: status type, increases stun
- refactored minirolla to use different scripts for getting hurt, knockback, etc
- uses enemy_basic_hurt state
- receives knockback and stun, moves actor accordingly until stun time goes out
- fixed knockback and stun calculations on following enemies:
- Scrapped Droid
- Drone
- Puck
- Enemy Spider
- Dr. Buzzkill
- Rust Crawler
- fixed Puck not exploding at the end of charge up
2023-09-04
- fixed some issues with power nodes
- fixed duplicate node id registration
- nodes would register themselves even if they already had been registered, so every time player entered a room those nodes would duplicate
- they would also register an additional time due to initialization call order
- calling update_power_nodes_in_room during room initialization
- fixed battery array not propagating power to batteries when loading state
- fixed power consumers, namely recharge stations not recognizing proper power state after states of nodes has been loaded from the graph
- added more recharge uses to the recharge station in [[Room A15]]
- fixed dead pixel on scrapped droid
- added sprint tutorial
- added controls tutorial
- fixed getting stuck in "i want to go home" bug
- fixed pushables being pulled and not exiting push state
- fixed movement halting after attack
- created new [[Room A2-1]] for sprint tutorial
- added up tilt attack
- animation
- state
- implementation
- fixed infinite falling glitch
- occasionally the player can get stuck inbetween collisions where it thinks its not colliding with a floow, thus putting it in the fall state, but the player can't ever fall to the ground to end the state, and they can't input anything to get themselves unstuck
- so the game checks to see if we're actually moving each frame while falling, and tallys the frames if we don't move. after a certain point, it resets our position to before the fall started and wiggles us by a few pixels in the hope that the fall is terminated.
- fixed main menu alignment
Files
Get Robot Game (Early Prototype)
Robot Game (Early Prototype)
Status | Released |
Author | CovalentBonds |
Genre | Adventure, Action, Platformer, Puzzle |
Tags | Experimental, Metroidvania, Pixel Art, Survival Horror |
More posts
- Update: 2023-08-09Aug 09, 2023
- Devlog 01 - AGDG 51 (2023-07-07)Jul 11, 2023
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