It is decided

I have found the style I am going to use for level 3. It involves two lines of pulse enemies along either side of the screen creating a restrictive path for the player and “asteroids” being launched at them at predetermined points along the level. These “asteroids” lock on to the player at launch but don’t deviate from there initial path, so as long as the player is moving they shouldn’t be too hard to dodge.

This level will likely get closest to a traditional bullet hell as it is more about memorizing a pattern than it is about quick thinking, although the boss still has randomized elements that require fast reactions.

Proggress is slow

Got some work done on level three today, not as much as I would like but I have some more ideas to try to make it feel right. Had a bit of a family emergency over the weekend that is occasionally interrupting my work flow but things seem to have mostly stabilized.

WHOOPS! Back on target.

Oops, forgot about these for a while. My bad. Going to do these daily from now on. Even if it is just “I tweaked some numbers and now it feels better” or “Did a bunch of chores today and I will be doing X activity tomorrow.”

As for what I have been doing since my last update I have been working on the level 3 boss. This one is a bit different from the others in that it does not change its pattern based on its health. Instead it has three fire points with distinct fire types, a laser on the left that toggles off and on, a blaster on the right that fires a stream of bullets straight ahead, and a center fire point that launches two different bullet patterns directly at the player.

My next step is to construct the level for this boss.

Level 2 Redesign

Got most of the level working but a few things will need more extensive tweaks such as bullet travel distance and movement (primarily with the boss). Other tweaks include distancing the current stationary enemy clusters and adding a few moving ones in between, I am thinking either “Spin and goes” or “Asteroids”.

Redesigning the Levels

I have started going back and redesigning the levels starting with level one (start at the beginning). With the larger play area I have to change the values of various things to accommodate for changes such as the scrolling of the scene, enemy/player movement speed, and projectile travel distance. Lots of tinkering and changing numbers and positions of things. And I am going to get it wrong the first time, and likely the second and third times, that’s what play testing is for!

Next Project

My next project after I finish what I can work on for the bullet hell game will be an app for android devices. Specifically for android because it is easy to put the project on android and test it.

Some of the ideas for the app include: Magic the Gathering life counter, Random number generator, Dice roller, and Fate dice roller. Once I have made these individually I can likely combine most if not all of them in to a single app.

Scheduling

In light of all the changes I will have to make because of the change in the camera size I have had to reschedule what I am doing and when for the remainder of the project. For the remainder of this week I am going to be working on implementing the new enemies from my Enemy Diversity post. Once I have the enemies and obstacles to populate my levels I am going to go back over the levels I have made and re-balance them, then I finish up level 3, then I lay out the UI, and last but not least I start figuring out sound and art assets.

Camera Positioning and Sizing

I was adjusting the positioning of the camera to make room for a side bar for player data and decided to increase the viewing area and therefor the play area. This however had some consequences that I had not at first taken in to account. Enemies in my stages exist off screen until and activator is triggered but with the increased view area the triggers will have to be readjusted and the positioning of enemies re-balanced to take in to account the increased area. In addition movement felt sluggish so I will have to play with increasing the speed of the player and enemies.

Boss Design

Up until this point I have been making bosses that have three “stages.” When the boss reaches 2/3rd and 1/3rd of its HP it changes the attack pattern it uses. I am now trying out a new boss that randomly rotates between several smaller attack types.

The first two bosses are each represented by boxes and have no particular apparent fire points. This new boss will have more form and more clearly defined fire points. The first of these is a round protrusion in the front that fires in an arc sometimes targeting the player and sometimes at random. The second point is a long barrel on one side of the boss, this  point alternates between a small burst at low fire rate and a laser that remains on screen for several seconds. The third fire point is wider and shorter than the laser barrel and is on the other side of the boss, this barrel fires either a near constant stream of bullets or homing rockets.

This new boss will change pattern based on HP but instead rotate through its attacks in a slightly randomized pattern.