About That Moving Thing
The move is pretty much done! And there’s a specific thing I mean by “pretty much”. I have most of my shit together at this point, but there’s more Ikea trips planned to acquire things like a non-cardtable desk and the obligatory shark plushie. I’ve gotten settled in, mostly unpacked, and everything’s already going according to–well, not the plan, so much as the kind of rapid-fire decisions that happen when you get four nerds under one roof and they start pitching ideas at each other.
Bullets Per Minute and Control
Bullets Per Minute is a fun game. In the vein of Crypt of the NecroDancer, it’s a mixture of a rhythm game and another genre–in this case, it’s a rhythm FPS. Your actions must occur on the beat–shooting, reloading, dashing, jumping, everything (except maybe your ultimate ability, if you find one). It feels fun as hell. The soundtrack is, fittingly, metal as fuck. The gun designs are visually appealing–but more than that, each gun has its own unique feel, because of how their firing and reloading styles differ.
Hellwave Roadkill Devlog 6
All Quiet On The Monstrous Front. I haven’t got anything pretty or graphical to show you this week, because A) I had a lot of cleaning to do this week and B) what I did get done was nonvisual. See, part of good programming practices is laying out the groundwork to make the fun parts work well. I could just slap together something that works right now, and–well, it’d work right now–but it’d be hard to build off of, like a shack that was built without a foundation and thus struggles to hold much weight.
Let’s make this simple. Visual effects–AKA the “look” part of “look and feel”, the stuff that flies around the screen to tell you that Things are Happening–should be at least sort of obvious. Enemies leak blood when they’re shot, rock walls make sparks when your pickaxe hits them, bombs have a big cloud of fire and smoke when they go off, your mage’s spell creates a lightshow when it’s finished casting.
Discoverability (Your Honor, LoL part 2)
Nobody is building Akshan right. Akshan, as a character, has a very complex set of abilities. One could easily argue that he has the most overloaded kit in the game, right now. He has on-hit effects that can be triggered rapidly with clever skill usage, he has stealth for getting in and movement speed boosts to get out again, he has a movement ability that lets him do all sorts of weird jukes while hosing down enemies with bullets (and which refreshes its cooldown on kill or assist), and he has an ultimate that automatically homes in on its target and does increased damage against enemies with low health.
Hellwave Roadkill Devlog 5
Back In The Saddle. The past week or two has been spent mostly working on getting ready for the move, but I’ve gotten back into working on HWRK. This time around, I prototyped the Sharpgun: Finally getting some more work done for Hellwave Roadkill. Placeholder graphics for now, but this is the functionality for the Syringe Shotgun, AKA the Sharpgun. Plug someone with a syringe, and they'll slowly bleed serum for you, and won't move as fast.
Diamond is powerful. Everyone knows this. The diamond sword and pick are as iconic as Steve and the Creeper. Efforts to cosplay as Steve inevitably involve some diamond armor. The game is practically built around diamond as the god-tier equipment. Let’s talk about why this sucks. (This is a continuation of part 1.) It Made Sense At The Time because, when Minecraft was first developed, three important things were true:
I’m Moving! Those of you who follow my twitter account might’ve noticed that I quit my job recently. Let me explain some more things about that. First: I got a job. I’m not sure how many details I wanna give out at the moment, but the plan is I’m gonna go work for a startup/incubator type place. It’ll be interesting, partly because I won’t have the job security of working for a company that’s already making big money, but also partly because they’re doing some crazy shit.
Hellwave Roadkill Devlog 4
Schmovement. It is absolutely essential to me that the movement mechanics feel good to use. More than that–given the time-attack-esque mechanics of serum and serum consumption, it’s important that the player not be limited by movement. It would absolutely suck if the player got lost in a level, and was unable to make it back to a nearby group of enemies before their Serum runs out, due to not having a quick way to get around.
Hellwave Roadkill Devlog 3
Sounds Of Death This week, I got a couple important things done, but the one you’ll probably wanna hear most is the firing sound I added to the gun! The gun makes sound now. #HellwaveRoadkill pic.twitter.com/IpWx8MQ51n — DanBreez (@dan_breez) July 8, 2021 As mentioned in the tweet, this was synthesized from three CC0 sounds. I wanted to do something similar to what Quake 1’s sounds were built out of, and I think this came together nicely.