Summary:
In which sprites are further upgraded; a boss is completed; the final boss sees work; a moon's enemies are begun; and an old enemy has a change of attack.
Greetings and salutations!
This week's screenshot shows a reworked attack for an extant enemy:
The week just past was a fairly productive one, I feel! It was also a week focussed primarily on enemies--albeit with a little bit done besides:
First of all, in the week just past I implemented a few more upgrades to my "sprite" class:
It now supports the setting and getting of its animation play-rate; the getting of the current animation-name; the getting of the current animation duration; and the optional setting of a given sprite's frame-rate (defaulting to 60fps).
Here below you should see a test-sprite demonstrating alteration of the play-rate of an animation--including reversal via negative values!
Now, I mentioned in last week's blog post, I believe, that I was working on a multi-part boss. Well, in the week just past I continued working on that boss: I adjusted some health-values, upgraded one extant component-boss, and implemented one final component-boss.
And indeed, I believe that I now have said boss complete, at least at a prototype level!
Furthermore, I updated my "enemy values" spreadsheet to include this boss--as well as a few other bosses that it seems that I'd forgotten to so include.
And with that... I believe that the prototyping for the game's non-final bosses is... complete!
I won't say that I won't return to tweak or rework anything, but as it stands I daresay that I have no more such bosses to work on!
So, with that done, I turned then to something larger: the final boss.
This boss is a little more complex than the others. You see--ah, but that would be telling! ;P
Indeed, I intend to be a little more tight-lipped about this encounter--it is the finale of the game, after all, and I want to keep at least some secrets!
I will say that I've begun the process of prototyping it, and have I believe made some progress.
However, I do want this encounter to be, well, climactic--a suitably-dramatic finale. To that end, I intend to put in further thought on the design of it...
Which means, of course, that I'm not actively working on implementing it right now. As a result, I've moved active work over to the standard enemies:
Specifically, in the week just past I turned to the prototyping of those foes that are met in the Cave Moon.
First of these was a simple worm, one that pops out of a hole in the ground with random timing, spits a sticky venom at the player, then ducks back inside. This enemy, I believe, is done!
Second--and more complex--is a cave-salamander. This large amphibian predator uses an extensible tongue to pull in prey from moderate range, and bites viciously at close range.
What's more, it has a defence mechanism on being attacked: any damage dealt to it will trigger a spray of toxin. And yes, multiple hits means multiple sprays...
This enemy is, however, still a work-in-progress!
And as part of the work on these creatures, I implemented a few behind-the-scenes additions, being functionality that seemed like it might be useful, or in one case a separating out of common logic that was being repeated.
An old enemy saw rework in the week just past, too. You see, I was previously not quite happy with the attack used by the Shattered in Space. And on thinking one day about my enemies, a new--and I think more-fitting--concept came to me:
Now a single attack from one of these foes arrives from multiple directions at once--the attack itself distributed in space. And should all of those parts land, the damage dealt may be significant...
(It is this enemy and attack that you should see in the main screenshot above!)
That, then, is all for this week--stay well, and thank you for reading! ^_^