Workey Workey

This explains a lot if I look back at my mood for the last couple of months.
Oh well.

Still not much to see from my game at the moment except maybe this.
ShieldGrappler

Oh, and you can find the current build of the game HERE. It’s still more of a test room though. PC controls are WASD and mouse to rotate the shield. You can’t win yet. But you can die by now. The enemies as well, after they take a couple of hits.
Bookmark the page and empty your browser cache every couple of days or else it will stay at the first version.
I will update the build as often as possible in the upcoming days leading up to my final exam.
My current ToDo-List includes the following:

  • Implement more enemy types (heavy, turtle, [assassin? if possible,] steam leaks, turrets [seeking & stationary], large boss enemy? if possible) {read more about all of this in my first badly written proposal}
  • polish and add more animations (feedback on hit, idle animations for flying, shooting animations for turrets, steam expansion, gigantic multi-sprite boss)
  • Grappling Hook and Powerup implementation (collectible items dropped by enemies, deflection spreadshot powerup)
  • Building the demo level

A whole bunch of work ahead. At least the animations are something I know how to do.

I saw gravity the other day. She still might need a couple of details. Like this Shield Grappler logo somewhere on her shoulder. Or blinking eyes.

I saw gravity the other day. She still might need a couple of details. Like this Shield Grappler logo somewhere on her shoulder. Or blinking eyes. Stuff, you probably won’t even see in the final game.

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