Devlog: Day 6


Another product day on the project. I spent more time still cleaning up internal systems a bit as well as some improvements to UI/UX, mob movement, and object housekeeping.

Overview of work for the day

Planned tasks

  • Draw order (skipped) - I didn't get a chance to touch this issue yet, will move it to another day. The plan is to split the enemies into 2 tables and drove the relevant tables at the right time.
  • Difficulty curve (mostly done) - this may take more refinement as I play test more once the game is closer to complete, but I've put in a recursive function to curve the difficulty as the game progresses
  • Spawn graphics (done) - I added a particle effect to emphasis the mobs warping into the level (will improve this later likely)
  • Juice up enemy animation (iterated) - I added a mild sine wave offset for the mob movement; and each type uses this differntly; the ice mobs float up-and-down, while the fire mobs inch along moving side-to-side

Unplanned tasks

  • UI/UX
  • New sprites for the health and mana bars
  • pixel fill for screen transitions to fade out the play field a bit
  • cleaned up the level transition screen
  • added a delay to the 'proceed' to next level function so that players don't accidentally advance
  • Created a palette shifter for level drawing so that I can reuse tile sets without having to draw everything in each color
  • Refinement of code for drawing transition screen to make it a bit more elegant and reusable

Screenshots

Difficulty Cruve

Graph showing the difficulty curve as you level (showing mob spawn rates)

Delay before advance

A timer is on the end-level splash screen before the play can advance (UX improvement)

Background fade

This shows the new fill pattern to fade the level while in menus


Palette-shifted Levels

An example of palette shifting to differentiate levels
Plan for tomorrow

  • Add missing sound effects for all features currently in the game
  • refactor internal systems a bit to get key functions in the right part of the code
  • work on the mana regen/economy system
  • idle and attack animations for the player
  • Draw order system for mobs from the top and the player missile traveling north and south


Now off to bed as the sun is rising...

Get Anisotherm

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