Activity

speak

Added much smoother planet dragging and the ability to move around the initial vectors with dragging, as well as the planets being reset to their original positions after the simulation is reset. made the walls cause the planets to bounce off them at 60% speed to stop them from flying too far away from each other

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speak

Implemented Physics Stepping, which made the simulation soooo much more stable and stopped any weird behavior that was happening before with small planets, and the ability to drag around planets before the round starts

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speak

1st Devolg! The game currently only has the very basics, meaning the gravity simulation itself, handmade object collision, and a basic Pause/play system, and a pan/zoom camera controller, no upgrades or setup yet! The project is currently deterministic which is cool, and I have made some art for planets. It took me a while to get the basic physics up’n’running which is what I was waiting for for the 1st devlog, now that that’s done, I can start to work on the game part of my game!

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speak

Added a new enemy, the Mine Layer, which places mines that blow up when destroyed or if the player goes inside of a radius around them. Added a fading in-out border to show where the walls are, when they were invisible before. Added a new Score value, where points are gained in different amounts for different actions. Made the end screen have a 0.1x time scale instead of freezing. Fixed bug where player sprite could flip while in upgrade select screen. Added short delay before upgrade can be selected to avoid losing it while spamming. You flip upside down when you die now

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speak

Added a new upgrade, added new UI, added an entire new enemy type, balancing upgrades and enemies, bugfixing, changed font

Torpedoes explode btw :3

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speak

Added a new Game Over screen, new UI buttons for the main menu, music, and lighting to the main menu

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speak

Graphics + Bugfix Update:
Bugfixes:

  • Fixed enemy spawning logic - They now spawn in a circular radius instead of at hard-coded points, which means that they do not stack on top of each other
  • Fixed bubble curving logic while time is paused by multiplying velocity change by Deltatime
  • Fixed Smolhaj offset + following logic
  • Fixed enemy rotation bug where they would rotate around the wrong axis if approached from the left
  • Fixed enemy projectile rotation bug where they would rotate around the wrong axis/point the wrong way if shooting towards the left

New Features:

  • Converted project to unity 2D URP which allows the use of lighting
  • Added the option for upgrades to affect firerate and bullet spread
  • New upgrade: 3X firerate, +30deg Spread, You can now hold to fire (Image 4)
  • Added global lighting that increases the higher up the player moves as well as light beams that fade in/out with randomized values and timings to mimic the underwater effect.
  • Added transparent bubbles in the background for FX
  • Internal stat tracker implemented, will show kills for each enemy type, the upgrades the player took, and the round the player reached
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Comments

Kaisuw
Kaisuw about 1 month ago

:3

speak
speak about 1 month ago

:3

speak

Added the Meatball upgrade which gives +30% Size to all player projectiles and the Billy Bookcase upgrade which spawns 3 smaller bubbles on kill. If there are any IKEA-related item suggestions please let me know!

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Comments

Kaisuw
Kaisuw about 1 month ago

:3

speak
speak about 1 month ago

:3

speak

Added the Smolhaj upgrade, which shoots smaller, fun-sized bubbles when you do and follows the player around cutely :3

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Comments

inw
inw about 1 month ago

happy_ping_sock