Activity

Ehab

Shipped this project!

Hours: 13.44
Cookies: 🍪 198
Multiplier: 12.27 cookies/hr

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

Shipped this project!

Hours: 3.06
Cookies: 🍪 77
Multiplier: 20.96 cookies/hr

I listened to all the constructive feedback and balanced the game while adding some really cool features. I learnt a lot about balancing and the importance of testing.

Ehab

Alright so I have heard all of yall’s feedback and balanced the game TREMENDOUSLY and added some cool new features that will be present in the bigger game as well. Here’s a list of all that’s changed. And plz read the itch description before playing

Added greater lights and player light
Reduced coins needed for victory from 20 to 10
Reduced amount of drones and their speed.
Added health system
Added invisibility frames which make you invisible for 1 second when you take damage, allowing time to escape and preventing glitches.
Increased fire rate of gun
More lights in hard mode
Player has 5 health points, instead of 1, and drones have 2 health points, instead of 3.
Coins in hard mode now have their own pointlight, making them easy to see. Notes have that as well.
Added notes that reveal LORE about the game and mechanics that will arrive in Defeat The Drones 2.0 Press E or Enter next to a note to read it. (I think i should binge matpat fnaf vids tbh)
Made itch game fullscreen to prevent issues with mouse.

This is the final update for this version on flavortown. If you liked this game a little or want to give some more feedback and stuff like that, dm me on Slack @Ehab. I’ll be expanding this game a LOT for a future YSWS.

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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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Ehab

Shipped this project!

Hours: 13.8
Cookies: 🍪 114
Multiplier: 6.89 cookies/hr

I learnt a lot from this project! This game could’ve been named “Defeat The Bugs” because of how much adjusting and debugging I had to do and that was an experience unto itself. Outcome was quite good and taught alot more than I can write here.

Ehab

The game is complete!
Added Hard Mode: turns the game into a horror game with it’s own eery music, immense difficulty and complete darkness.
Added Endings: Complete Normal Mode for the Normal Ending and Hard Mode for the True Ending
Expanded Main Menu: adjusted main menu to be better on itch and you can even access the endings directly from there (more info on itch description or readme)
Made lots of adjustments as well.

Have fun playing! Learnt alot in this project!

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Ehab

The development of this game is weird, really disastrous yet i got stuff done. Going to contemplate my life after this game is done.
Added endings
Added main menu
Added music and sound effects (definitely a fun part of development, quite relaxing and alot of improvement with basically 0 effort)
Added coins 🪙 that are displayed as well! 20 coins all around the map, collect em all for the ending.

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Ehab

Added animated lights all around the map.
Added animated lights to the drones.
Increased darkness for atmosphere and added a ‘lamp’ to the Player.
More adjustments to map
Lots of debugging, fixing glitches and adjusting code.

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Ehab

Ok so I locked in and made a really detailed map in the game though it’s not as good as I thought it would be. It feels kinda messy to be honest but I’ll make adjustments to it depending on feedback.
I made fixes to the camera so it doesnt go outside the map and I also made a Drone enemy thats going to be all over the map. They only activate if you go close and then chase you (will increase speed and balance that). It takes three bullets to explode them but if you get too close to them they explode as well. I’m realizing that makes shooting useless if you can just hug them all to death so I will also be adding a feature where you explode as well.

Planning to add a bunch more features that’s gonna probably make this a proper game instead of a smaller prototype as planned.. Having alot of fun (and equally as much frustration that makes me wanna kms after fixing 9 trillion bugs due to my skill issue) developing this game compared to others I’ve made!

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Ehab

Welcome to the BETA version of Defeat The Drones. This is a prototype game, so please factor that into your rating. This is a metroidvania-style platformer shooter where you play as a soldier stranded in a post apocalyptic world where mysterious mechanical drones are programmed to hunt and kill anything that moves and may threaten to restore the world back in order.
The complete game will be built after this with more features and expansions you can read about in the Github README.

So far, I’ve completed player movement, player animations [torso moves in proper direction and the upperbody follows the mouse cursor] and projectile shooting [though may need some adjustments]. I am now working on the map and drone enemies.

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Ehab

Shipped this project!

Hours: 6.29
Cookies: 🍪 126
Multiplier: 20.05 cookies/hr

I built a frogger-style game which taught me a lot about Godot. It was a great introduction to various mechanics and an overall productive experience! I’ll try recreating this in the future with more stuff and design!

Ehab

I RETURN!!!!!!!!!!!!!!!!
to complete this game cuz i just remembered about flavortown after campfire and other godot thingies. I added sound, text, more items and expanded the map. I also fixed some bugs which caused some issues. Overall I think my work on this game is done as I will be moving onto other projects. I may or may not be adding a coin feature (probably not) but I can see that being a mechanic. I learnt alot from this project tho i could’ve done stuff alot faster.

Next game: 2D Platformer Shooter NOICE

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Ehab

Devlog #3

I fixed collisions and added a whole lot of elements onto the map. It was a tiring process and took much longer than I thought. If anyone here can give some advice on how to efficiently add so many nodes on the game scene please let me know. For the ones I had to use many times, I created a scene and then connected it to the main scene, while the ones I had to use 1-2 times: I simply added it onto the game scene. But…
after ALL that work I made a mistake (kind of). I added the StaticBody2Ds as a child of the Sprite2Ds, it was supposed to be the opposite. So far, it works fine but won’t repeat that mistake again.

(I will add a handful more elements and fix some of their locations later. I’ve already spent way too much time 😭)

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Ehab

I missed a development day but this is Dev Log #2
I added cars, a rather important feature in a game about dodging cars. Simply put, you need to make the car go left, and add Markers in the edges of the map which is where they will spawn. With some GDScript magic, cars will go left if they spawn right and right if they spawn left. I’ve also noted that print() statements are highly efficient in checking whether gameplay mechanics work (Does a collision register if I go inside this car? Wish I’d have some more examples but the best cases are for collisions so far!)

Masks and layers are also really important. Simple but will take some time to get used to. Everything collides like a charm and before signing off I added delta to the player movement for potato PCS to handle the insane FPS.

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Comments

chefpenguino
chefpenguino 4 months ago

i love the sprites, they look v nice :)

Ehab

I uploaded this project a bit late. But here’s the plan: A frogger-type game with some extra mechanics. So far I have added the map (and map borders), collisions, a working camera to follow the player and scripted player movement and animations. There were some bugs with the hackatime which took quite some time to fix (so it shows 37 minutes but really this took an hour). Progress is good and I’m learning alot 😁

Minor bug: There’s a bit of the v̵̘͈̭̉̏͆̆ȏ̴͇̯͉̃̆ȉ̴̦̝͖͝d̵̢̓̄͐̋̀̚͠ which can be seen in the bottom of the map which I’m working on fixing. I basically have to limit the camera at that point.

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