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Hard Boiled

8 devlogs
13h 26m 41s

An action-filled top-down shooter roguelite inspired by Brotato.

This project uses AI

Used AI for debugging at the end

Demo Repository

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Ehab

Shipped this project!

This game was not a fun process so learnt how to NOT game dev but I learnt how to NOT scope games and how to NOT code all night (but its a vibe). This was also an interesting introduction into Classes and Inheritance which I will learn more about. They’re quite fun and interesting.

Ehab

Ok so the game is done. Its simple and its a prototype. It’s what I did in a day.
Wave system: Enemies spawn for 20 seconds and have a base health. Slow, medium, fast, shooter and chase enemies.
Wave increase: Enemies increase health per wave.
Weapons: 3 mini axes, a pistol and a laser gun. Weird but does the job.
Rotation and animation of enemies and guns are complete.
I may be adding more features to this game in the future.

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Ehab

ok so i hope all these dev logs arent just ‘im cooked’ that would be not fun and THIS IS NOT FUN this is the worst not-fun ive ever had. I solemnly swear to never game dev like this ever again. My brain is fried as its midnight but I have to code for like 6 more housr 6 MORE HROEWHRUWEWIRFJWEOIRFHWEUOREIFUHWF

Ok so I added this punch mechanic which works well and has a knockback and i think the damage is also balanced. Anything over 2 power causes enemies to slide halfway across the map which ill use for the other weapons. I also added the other melee weapons (Mace, Axe, Chainsaw, Wand)

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Ehab

(edit: so i sounded really drunk when i was yapping here so im just gonna remove that but tldr: IM COOKED I HAVE TO CODE TILL 7AM (i coded till 10 or 30 mins before flavortown ends WHICH IS WORSE).
So, I added
A health component
A health bar with cool colors
A special health bar for the enemies
A flash effect using Shaders when player gets damaged
A blocked text effect that shows up when player blocks an attack (each character has its own unique chance of blocking) and it has a cool animation as well. (Block chance was put at 50% for demonstration)
Fixed some bugs with the animations while doing this as well. That bug in the previous devlog where the player was big at the start and smaller later also got fixed.

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Ehab

Added lots of stuff.
Added an arena with a background where the game will take place.
Added many player characters with their own unique sprites and stats.
Added many enemy characters with their own unique sprites and stats.
The video shows the resources (unit stats) of them and some gameplay.
Yes i know theres a weird bug at the beginning where the player is big and once he moves hes normal size again. Probably an animation bug. I’ll fix it later™️

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Ehab

Added a resource mechanic to provide stats for all the players. It’s very interesting and something I want to learn more a lot more about in the future. I also added a trail which appears behind the player when he dashes. Now I’m working on the fun part: adding all the players.

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Ehab

Worked on a dash mechanic which causes the player to be invisible for a limited amount of time and dash to the current direction of movement. The dash only works after 1.5 seconds, and lasts for 0.4 seconds (numbers subject to change).

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Ehab

Alrighty, I completed player movement and animation. The player now has a proper movement animation system and the shadow of the player also reacts to that. I also added an idle animation. There was a weird bug in which the inherited scene had an empty AnimationPlayer despite the Base Scene having a full AnimationPlayer, took some time so I just deleted that and remade it which solved the problem. No idea why that bug happened. Now I’m working on a dash mechanic and other cool stuff.

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Ehab

First devlog! I begin creating an action-filled rogue lite shooter inspired by Brotato (heavily inspired..). I will spend the next hour or so working on player movement and player animation. I have made a bit of progress so far: creating the unit scene (a sort of template for other characters with increased health or speed). This game will feature many different characters to choose from and the way I’m doing this is a new way I haven’t seen before but makes the process a LOT easier.

I have learnt from my mistakes from my previous game (Defeat The Drones) which was voted quite harshly to say the least. (adding only 1 health point made it a rage game) I will be focusing on balancing and play-testing soon to ensure the game isn’t too difficult or frustrating.

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