Update: Special Tiles and Bat Bot
Hello, Moon Intern! Well, I hope it’s not been too long, but let’s go over what happened in the last few weeks since version 0.0.4 was released.
We have another working enemy! Mason added the brand new Bat Bot. This robotic pest either flaps around, or just sticks to ceilings and chills. When unknowing folks like the Intern move underneath the Bat Bot, it dives to attack. The Bat Bot is a fully functioning enemy at the moment. Addition work has begun on the next enemy, the Brain Bot.
The main menu has undergone a couple new changes as well, finishing up some of the polishing that didn’t make it into version 0.0.4 in time. The splash screen to main menu has a smoother transition now, as do the choice confirmations on the main menu. In addition to that, Gewargis also began re-implementing look mode into the game. This is the feature where the player can hold down a key to see overlays of information for combat and navigation.
Peter’s special tiles are ready for us to start putting together. This means we’re now able to create more varied spaces with the generator, making themes easier too. The generator finds an area that matches specific credentials to put unique parts into the level. For example, a section of the level that goes 2 tiles over and 4 tiles up, or a section 4 over and 3 down. The special tile then replaces all of the tiles in the area. These special tiles can be lots of things; i.e. cliff faces containing a structures or platforming challenges or other special pieces like caves or craters.
Loads more design and organization for the story and for interactive objects has kept me busy. I’m getting ready to go whole hog into implementing content over the next few weeks. This content will mostly be in the form of interactive objects. Examples of the types of objects I’m talking about include water coolers, fax machines, fabricators, mood lights, terminals, more door types, gates, projectors, microwaves, electronic whiteboards, valves, oxygen tanks and a ton more. These objects are simple, mostly having just a few animations, but this lays the groundwork for states like on and off, broken, empty, etc.
This is a big month for us. We’re all rallying to make sure we have something fun to play by new year’s day. We are hoping this “End of Year Demo” will leave us in a wonderful place to start the new year, and gives us a challenge as a team. It would be nice to have 0.0.5 out before the end of next week, especially to test out the new enemies, special tiles, look mode and any interactive objects finished by then.
Until then, have a good December!