gamedev 

The final boss now drops bombs. I felt like it was kind of necessary as the boss is piss easy if you have all your stats maxed. I also increased it's HP slightly.

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gamedev 

I noticed now that I made the game too easy by having the player heal between levels. To somewhat compensate, I increase the prices of the white and blue swords. Maybe they should be even more expensive.

I also realized that while the bosses take a while with the wooden sword, they are easily cheesed with the blue sword so I think it should be pretty expensive.

Balancing difficulty is basically the only thing I have left to do. I could release this game unbalanced, but since permadeath is a key feature, I want to make it so that you can lose and probably will on your first playthrough, but not have it so that winning is impossible. Though there was a Japanese PC game known as Xanadu which was infamous for being popular, but having very few people actually beat it, so maybe I could do that.

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gamedev 

Player's HP restores to maximum HP in-between levels.

I'm trying my best to make this game at least beatable. I noticed that because of the random enemy drops and the random nature of the in-game shops, healing is heavily RNG dependent, and you can go multiple levels with very little chance to heal, so I feel like this was necessary.

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gamedev 

Added a menu to the pause screen. Recently, I reconfigured my game to play in fullscreen so I need to accommodate the lack of an exit button.

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gamedev 

Balancing the newly created/replaced sounds. They were too loud in the previous video, but now, I think they are too quiet.

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gamedev 

Tried to mimic the enemy kill sound effect with my voice with BitCrunch and reverb effects. It doesn't sound exactly what I wanted. It sounds more like a whip-crack sound effect more than anything.

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gamedev 

Trying to replace the remaining copyrighted placeholder sound effects with stock ones, but I can't find any that sound right. In Zelda and Zelda-like games, enemies die with an explosion sound effect, but it's not quite and explosion. It sounds somewhat softer, but I can't find any free to use sound effect that matches that.

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gamedev 

I have the HUD display the current level like how it is displayed in Super Mario Bros as it does a better job explaining which environment you are in and how far are you from the next boss.

I've also decreased the intervals for when bombs explode. I did a full playthrough of the game and I realized that the later enemies that are only killed by bombs are extremely hard to kill due to the long interval, so I cut the interval by half.

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gamedev 

I've bit crushed the death whirl sound effect, but I can't make it sound like an SNES sound effect. It honestly sounds more like the compressed voice sound effects you would hear in 80s arcade games.

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gamedev 

Decided to change the death whirl sound effect to make it sound less 8-bit. I don't know how it turned out. Should I play with the instruments more? Is it fine just 8-bit? Or should I keep it like it is in this video?

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gamedev 

Changed the lava tiles to make it look like it's bubbling, but it ended up looking weird. Judging from other games, lava tiles tend to have 4 frames of animation instead of three, but if I add an extra frame then I need to add an extra frame to the water tilesets.

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gamedev 

Did the same with the other tilesets. Though I don't think lava flows like water. Maybe I should have it bubble up instead.

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gamedev 

Fixed the boss bug. Although I didn't record the bug, the bug was that some bosses would just hang upon death. Turns out they aren't calling the animation method.

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gamedev 

Added a fanfare for collecting the mirror. I also just realized that two of the bosses are broken and I need to investigate the problem.

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