I managed to iron out an annoying bug. If you watch the video the enemies sometimes walk into the player with no collision and the player will end up getting stuck inside the enemy. Well, no more, I finally found a way to fix it without causing slowdown.
I've gotten a good amount of work done this week, I've designed some cool environments and began work on a new gameplay system I'm calling the groove system at the moment. I even asked myself," What will this add to my game?", as someone on this site suggested(I'm sorry I forget who). This will provide good reward for precision strategic gameplay, encouraging the player to master the game mechanics. I'll have all the game mechanics implemented for my demo release 12-1-06.
It should be a decent sized demo
Last Edit: Oct 18, 2006 14:00:06 GMT -5 by kennyken
I'm going through a good period right now with making my game. I'm motivated and focused and the game is really starting to come together. There are now health and super power meters as well as health meters for the enemies. they are somewhat utilitarian, but I wanted an unobtrusive approach. I've decided to implement a fully functioning exp system, where upon leveling up you will get ability points and have your choice where you want to allocate them(think DQ8) of course the hp and mp will go up as well for each level. Before I wanted it to where you could purchase techniques at certain locations, but I think this is better. You could be anywhere and level up, instead of relying on finding a spot. This game is going to be good, I've still got 900,000 memory left to add whatever, so memory is not likely to be an issue. I've got a couple of new enemies in the works that should be sweet.
I've also added a drop system, where when an enemy is defeated there is a chance he will drop some health or super power energy. So, almost all off the major systems have been implemented.