Devlog week #2
As I thought this weeks update will be weak, practically what I did is code and structure refactor. However now project has something what looks like pretty good and maintainable structure.
Now all the code in gdscript is type hinted:
func create_enemy() -> void: if get_parent().enemies > max_enemies: return var _enemy : Enemy = enemy.instance() _enemy.position = global_position _enemy.connect("tree_exited", get_parent(), "enemy_removed") _enemy.connect("tree_entered", get_parent(), "enemy_added") get_parent().call_deferred('add_child', _enemy)
And project folder structure is separated to logical units:
├───Components │ ├───Bullet │ ├───Enemies │ │ ├───Bullet │ │ └───Factories │ ├───GUI │ │ ├───HUD │ │ └───Joystick │ ├───Level │ ├───Pickups │ └───Player │ └───MainCannon ├───font ├───images │ ├───energybar │ ├───joystick │ ├───players │ │ └───saisho │ └───stars ├───Scenes │ ├───Game │ ├───Garage │ ├───HQ │ ├───Menu │ └───Settings └───Scripts
On the game design side of things I started to write design document for the game and working on the story. Player will play as a mercenary doing different missions (most of them will be destroy everything what moves, any ideas are welcome) for different factions. After completed mission player will get rewards which could be used to upgrade Your ship. Ships will be modular (upgradable), not decided how much upgrades there will be, but what I came up with (any ideas are welcome too):
- Additional cannons (bullet, laser, shotgun, seeking missiles)
- More damage
- More energy, energy regeneration
- Shield, Shield regeneration
- Helper drone, moves around shoots nearest enemy
Some changes implemented in code base or gameplay mechanics:
- Two types of player movement (Tank and Directional). Now it is possible to switch between two different movement types: tank mode, when player moves independently from it's rotation and directional mode, when player moves to direction it is facing
- Started to implement modular ship. From the code side, cannons can be attached/detached from the ship.
- Added line to target, having only mouse cursor as indicator where player was aiming was a little bit hard to see (notably when a lot of stuff was on screen), new added triangle which shows direction where player is aiming helps a lot
- Dash move, after double tapping directional key players speed triples for the short amount of time, to move out of danger
That's it, I believe next week I will finish first normal playable level (haven't decided yet if levels will be random/procedural generated, or hand crafted, or mixed bag). As I said, any ideas are welcome and till the next Sunday.
Kul
Space shooter in making using Godot game engine
Status | In development |
Author | bogdanas |
Genre | Shooter |
Tags | 2D, Shoot 'Em Up, Top down shooter, Twin Stick Shooter |
More posts
- Devlog #3Feb 16, 2020
- Devlog week #1Jan 05, 2020
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