I have just submitted my final version of complicit to the JS13k contest.
You can have a look at it here http://js13kgames.com/entries/complicit (and possibly twwet or facebook like it).
I am very happy with my final version and think that it met most of its design goals while still weighting in at 9kb in total size!
an informal development diary of twelve original games over the course of 2015 by elementalsystems
Showing posts with label complicit. Show all posts
Showing posts with label complicit. Show all posts
Monday, 12 September 2016
Monday, 29 August 2016
Complicit - JS13k Day 16
I have come a little further over the weekend and the system now supports multiple levels and level resets.
So in this version I have implemented 6 levels using 2 enemy types; if you die you restart at the start of the level in which you died.
Next for me is to program my 'glitch' mechanism and see how that goes.
So in this version I have implemented 6 levels using 2 enemy types; if you die you restart at the start of the level in which you died.
Next for me is to program my 'glitch' mechanism and see how that goes.
Thursday, 25 August 2016
Complicit (Day 13) Working Level
I am about half way through my js31k project and it is looking really good so far.
I got an avatar moving on my parabolic grid plan which makes for an interesting fire pattern.
I have some basic enemies that look pretty and that fire back. Collision detection working for the whole lot and the right bits dying when hit by bullets.
You have to touch somewhere on the black square to 'call' the avatar to you and then you should have a working game prototype at this link.
I got an avatar moving on my parabolic grid plan which makes for an interesting fire pattern.
I have some basic enemies that look pretty and that fire back. Collision detection working for the whole lot and the right bits dying when hit by bullets.
You have to touch somewhere on the black square to 'call' the avatar to you and then you should have a working game prototype at this link.
Complicit (Day 12) - Art Demo
I have decided to call my new bullet hell shooter 'complicit' for reasons that will become obvious once I develop the game dynamics a little more.
One of my goals is to make the graphics pretty in a flashy neon kind of way - with that in mind I have been developing some art demo using HTML5's various canvas and image tricks. All the images created here are created directly from code - no nasty (giant!) image resources.
You can see it in action here.
I also have a small demo outlining what the board will look like and am trying to program some space invader like intelligence in.
One of my goals is to make the graphics pretty in a flashy neon kind of way - with that in mind I have been developing some art demo using HTML5's various canvas and image tricks. All the images created here are created directly from code - no nasty (giant!) image resources.
You can see it in action here.
I also have a small demo outlining what the board will look like and am trying to program some space invader like intelligence in.
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