Scoping out
Well, we're now entering the first quarter of the year. Time flies, doesn't it?
Over the holidays I've once again, against all odds of work and other responsibilities to put in a little work. This time I focused more on creative practice rather than some tangible, concrete progress. As "proud" as I am of my progress, I am equally annoyed by the never ending scope creep combined with blatant indecision.
Due to my limited coding abilities I struggled to make an engaging game loop - especially in regards to the combat system. I started off with something incredibly basic, a mechanic that would just "do the job". Later however I've tried to do something more original, so that the project could stand out a bit.
That forced me to think a lean into the slower paced, more tank like controls that I've already established. Instead of spawning a bullet object which damages the first enemy and gets destroyed right after I tried to experiment with something more nuanced. My previous mechanic killed the gameplay in a sense where there isn't much counter play (no matter how many enemies are present, only the first one gets hit). In order to give some freedom to the player and open up space for more nuanced mechanics I decided to make a targeting system with a crosshair (somewhat of a bootleg raycast).
There's so much that I could describe, but I think the video will tell more than I could right now.















