An experiment worth capturing, but unrelated to the game’s progress where we change the player rotation alongside the camera direction.
An experiment worth capturing, but unrelated to the game’s progress where we change the player rotation alongside the camera direction.
Here is how we edit levels in Godot Engine, first we make a mockup of the level, digitize it with correct proportions and put it as a guide inside the editor, then we place each asset following the image as reference.This image is the first version of the alpha level, a temporal level with the […]
Here is the scrolling using paths and animation. And the first tileset placement for the alpha level.
Here is a collage from the design sketchbook, as you can see there are some ideas for enemy patterns and first iterations of levels.Also, please don’t mind the messy drawings, most of these were drawn a year ago during very long commutes.
More enemies following a path. Also our first scrolling tests and a basic implementation of a scanline shader.
Some enemies follow a path, here is our implementation with bezier curves on editor.
We separated the missile spawn by a time factor. We are currently using this missile behavior in the game.
First implementation of missiles. All bullets spawn at the same time.
This implementation of lasers consists of multiple bullets (~50 per laser) using additive blending, which is highly inefficient. Later on we replaced these lasers with optimized ones.
The first implementation of lasers.