Balleg Devlog (December 2020 + Year in Review)
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….
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….
Some miscellaneous room prototyping. I made some good progress on high-level design this month, but didn’t get much done that’s tangible or playable. I’m narrowing the project’s scope a bit to help stay focused. I’ve…
Some no-art prototype structures: oscillating pillars with holes at their midpoints, which are constructed from multiple actors. Red regions are hazardous, blue regions are safe to touch. The white region is a hazard that can…
Experimenting with a rolling state for the player’s shot. I spent the first part of this month working on sprite display features. Then I replaced a lot of hard-coded “opponent behavior” stuff (taking damage, what…
Various test entities made from multiple actors. (Oops, no art makes them really difficult to parse from a freeze frame.) This month, I tried to wrap up some missing pieces that are important to prototyping…
I put some time into getting caught up on maintenance tasks this month. They’re pretty boring to write about, so I’ll just be focusing on new things here. Besides that, the main addition this month…
A small test world containing various graphical effects. (Video) This month, I added LÖVE SpriteBatches, additional blend modes, and a per-scene shader to the graphics module. Batched drawing of tilemap layers I’ve wanted to optimize…
The overall theme of this month has been “fighting with rectangles,” but let me start by getting a few non-rectangle things out of the way: Non-Rectangle Stuff Opponent Improvements These pink guys have been in…
Swimming WIP. Water Back in January, I implemented a half-hearted underwater state for the player. The reason for doing so was to experiment with conditionally inverting the player’s gravity, depending on if a shot has…
Early work on a subterranean tunnel environment. I wore myself out with several interconnected changes to how maps and tiles work internally. Maps now have more features and fewer arbitrary hard-coded limits, which is great….