Bolero Devlog (April 2020)
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…
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….
A testing area, viewed through Tiled. Top section: elevators and lifts. Bottom section: nondescript spawn points for various traps and prototype enemies. I’ve been working through my backlog of sketches and building gameplay prototypes from…
A reworked HUD, preliminary work on water terrain, and some skipping-and-hopping enemies created as a test. I had writer’s block (or whatever the gamedev equivalent of that is) since December. To try and kickstart…
Here’s some waffling about 2019 and 2020. Current State of Bolero Quick recap: Bolero is a platformer engine / core that I’m working on. It’s built on top of LÖVE, a cross-platform framework for 2D…
Happy New Year! The only thing I’ve done this week is hang out with my family and eat vast amounts of chocolate, so I don’t have much of anything to post this upcoming Sunday. For…
Made this annoying jerk to test creatures maintaining a certain distance from the player. Work Since Last Devlog Breakable Blocks I tried adding a second kind of breakable tilemap block which can be destroyed…
Work Since Last Devlog Player Handling Added handling for some special cases when the player launches a projectile while holding the down direction. Normally, the shot would be aimed downwards, which works well for mid-air…
Testing actor rotation, which probably won’t be used much, but LÖVE has good support for it so I might as well add it to the engine. Work Since Last Devlog Audio Fixed an intermittent…
Destroying some breakable blocks with a charged up sphere shot. Work Since Last Devlog Features Got some basic terrain destruction working. The codebase has had a “putCell” function for modifying tilemaps since before Hibernator,…