Many updates coming!


Lots of work is going on behind the scenes. Implemented Git version control, several bugfixes/refactoring as well as the realization of features that didn't make it into the MVM submission such as:

 * Working shield power-up - provides brief 100% defense against enemies - limited use of course.

 * Charged weapon usability. Can charge up the charged weapon power-up at any time instead of only when standing.

 * Level hazards

 * Added a very brief dialogue scene that unlocks a power-up that was previously just sitting there.


Up next for this first level:

 * Checkpoints!!! Quite a bit of refactoring was needed to make this be able to be worked on, considering the method used to confine the main camera to each specific area. Wasn't possible to begin the level at mid-point so that system had to be re-written. Got that done, so now to start creating the checkpoint object and function.

 *  I'd like to introduce a 3rd flying/shooting enemy, perhaps in the last couple screens before the boss. 


Up next, but will only be seen in new levels yet to come:

 * Level object interaction such as switches to activate/deactivate things.

 * Level self-modification as a triggered event. I.E. where a floor possibly half-collapses into a ramp, giving access to another area.

 * Begin work on mapping out more and more levels. Only... nine more to go ;)

 * Savegame slots - definitely needed for more than one level. Could you imagine getting to Level 10, only to lose your last life and have to restart with nothing? NOPE!

 

There are several other ideas for things that I will leave on the back burner until more levels are drawn up. 


Current major bugs being investigated:

 * Boss can still fire when dead, even though it shouldn't. Player is set to be immune on boss death for now.

Other bugs will be addressed as they come up.

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