Balleg Devlog Sept 2021
Flying limb sprites, appearing only when the player gets a game over. Here’s the September gameplay footage. Like with August, there’s nothing terribly interesting to show this month. I spent most of it fixing…
Flying limb sprites, appearing only when the player gets a game over. Here’s the September gameplay footage. Like with August, there’s nothing terribly interesting to show this month. I spent most of it fixing…
Firing a shot from within a tunnel. Here’s some footage. I spent a good chunk of this month catching up on bugs, so I don’t have much to show this time. August Summary: Worked…
A new design for the ‘bot’ enemies, and a new fire-jet projectile. Some gameplay footage. July Summary: Redesigned the ‘bot’ enemies to differentiate them from the player Added new enemies and drew /…
A bit from the fourth prototype level. I posted some gameplay footage here. June Summary: Cleaned up the codebase, deleting features that weren’t in use Revisited actor state management, replacing the clunky and almost…
Getting some non-Balleg stuff out of the way: I converted Fog Machine and Task Blog from WordPress instances to static HTML pages. They look bad on mobile (or on desktop with a narrow browser window)…
Troubleshooting a function that returns the smallest angle difference between two planes. I finished the conversion from floating point coordinates to a pseudo fixed-point form, where every pixel contains 4096×4096 discrete positions. Finally,…
Some floor and obstacle types now support custom surface arrays with linear interpolation. This month, I finished a teardown and rewrite of the collision and platforming systems that I started in February. I committed…
Testing actor-based obstacles with slope support. I started the month on track, but then went on a long detour to implement more platforming and collision subsystems and make improvements to the build system. On…
Pic from an unfinished fourth beta level. Testing three layers of parallax scrolling in the background (which of course doesn’t come through at all in a still screenshot, oops.) Top-right: player getting hit by a…
A very grey beta level. I procrastinated away most of November, so this month, I made a push to create some playable beta levels. Most changes described here are a byproduct of this work….