Progress Update
Hi!
It's been a while since the current version of the game was posted and a few changes have been made in the current development version. Perhaps the largest change I've made is to pivot from a level-based game to an endless runner. However, this will include an interlude style pause function that allows for upgrades to be made mid-play. This is primarily an experimental decision to see how such a pause mechanic will affect the style of play.
Changes already made (available in next update):
- Game converted to endless runner style
- Bullet flash added to enemy projectiles for improved visibility
- Dynamite wagon boss enemy weakened slightly and converted to a rare-spawning enemy type
Changes still in progress for next update:
- Revise UI layout
- Implement 'Super Dynamite' feature spec
- Insert UI status images for 'Super Dynamite'
- Add in-game pause menu
- Add 'Upgrades' screen to in-game pause menu
- Add 'Character Select' screen to Main Menu, offering choice of Sheriff or Deputy
- Add 'Controls' and 'How-To-Play' screens to Main Menu
- Add 'High Score' tracker to Main Menu
- Set up 'Restart' function on death
- Implement interlude style pause screen to allow for mid-play upgrades
- Introduce collision to obstacles (currently cacti, additional obstacles coming soon)
- Fix explosion animation
- Revise cacti sprite colours to differentiate obstacle from shadow
- Add 2 additional weapon types
- Add 3 additional ammunition types
The majority of these changes won't take long to implement, however, the interlude pause screen will take some experimentation to get right. This will also include a few periods of playtesting to refine the length of the interlude and the possible cooldown that may be required for it, as well as spot any bugs as a result of code changes.
I hope anyone reading this is as excited for these changes as I am. I'll update again soon!
Rootin' Tootin' n Shootin'
Yee-haw!
Status | In development |
Author | Emberosia |
Genre | Shooter |
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