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posts from @Quixoneira tagged #hobbyistdev

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Quixoneira
@Quixoneira

It's still very very early in development and I haven't worked on it in a while due to BG3 and other hobbies grabbing my attention, but I expect it'll be finished around January-ish probably?

What do I mean by Proto-Metroidvania?

The structure of the game is linear levels, but they're interconnected and some of them have multiple paths or are open within itself. You start with all your abilities (except for one) and can finish the game with that. Each level does have a hidden optional objective that you will need to explore to find.

Look through this page for more information and gifs. There's a lot of nuance to the weapons and movement that I hope folks find enjoyable.



If you saw my post from yesterday than you saw the main attack of the Erupt weapon. Well this is a gif of the alternative attack. It creates a wave of eruptions that travel along the ground. They'll go up and down slopes and even down ledges of a certain height. They're basically working exactly how I want them to.

Except, I don't think they should fling the player as much as the main Erupt attack. I'm trying to figure out a good way to make that not happen, but since they use an object inside a sequence resource I'm not 100% sure how to even access that variable yet.

EDIT:
I got it working! And now you can SURF!!!

Special thanks to the GMS2 help discord for assisting me in figuring out how to access variables of object instances in sequences. It's a bit complicate and I wish there was a better way, but I got it working.



So this was a fun weapon to design. (though I still need to do the alt attack as well). I want all the main weapons in my game to feel very different from one another to really give players a reason to switch to them.

So I thought it would be fun if there was one that created an eruption that flung certain enemies upward. Then I realized, why not have it throw the player upward as well?

This weapon, like most of them, have a limited ammo (that recharges when not selected), so it is not like you can constantly do this forever or anything. Originally I had it be additive. Meaning that the more frames you were touching the eruption the more vertical speed it would give you. This was funny, but not very fun or interesting and made it too fiddly. Instead it is a set speed that is greater than your normal jump power. It is also affected by the character's horizontal movement, meaning that if you're walking or running while you get hit by the eruption you get flung higher! Probably only the vertical launch will be required in spots.

Like many of the other weapons, if you mash it causes the accuracy go all wild. This means you can rain down destruction which is at least fun to watch.

Programming-wise I took advantage of the relatively new resource type to GMS2, Sequences! I have used them before but am pretty in experienced with them to be honest. I knew I use them to create hitboxes. There's a quirk though and that's that you have to scale the hitbox object to 0,0 when you don't want it active since the way objects work on the dope sheet (aka timeline) is more like when an object is visible rather than there or not. It's a bit unintuitive but not a big deal ultimately. So, basically, there is only an active hitbox when the flame is at it's maximum. When it is growing or shrinking, it doesn't interact with anything. This is intentional, but we'll see how it goes in game once I add actual enemies and stuff. Right now it feels good, but I suspect I'll have to adjust it.