Well, it's that time again! Welcome to Week 3 of the development log! We're almost at the month mark, which is crazy! It only felt like last week when I first started this blog!
So, what's been done? Let's have a look!
Slice and Dice!
Yet again, I had to cut down on a feature (diagonal shooting, sorry!)... I guess playing Balatro and Monster Hunter really does do wonders... And sprite design. Assuming I didn't talk about it in the previous week, the way I implemented the sprites requires me to basically redo the entire sprite sheet, however this time I had to add a Knife to Koishi! Wonderful! Anyway, I think I'll have to do something similar when implementing shooting sprites, so maybe it was good I left diagonal shooting out?
The way the knife is implemented... isn't really how I want it to be in the final game. To make it quick, I want to make it so that you kind of gradually upgrade the knife as you use it more. So you can go from doing a basic slice, to eventually being able to string a triple slice, to even being able to do stronger, more powerful moves with the knife! Also, shooting and using the knife both have their own inputs, so you don't need to go from using - for example - hearts to knifes to roses!
Hitboxes are also kinda wack, so I'll definitely see how I can increase the range of it. Or change enemy hitboxes. Whichever works out the best.
Dev Talk
So, in this Dev Talk I want to go over brainstorming movesets for Koishi! Y'know, the thought process I had when coming up with moves!
When thinking of what I initially wanted as her moveset, of course you have to do research on Koishi herself! As well as this, I began thinking of how other touhous (official and fanmade) and metroidvanias implement their abilities into their games. Of course, you have the basics like movement, attacks and whatnot. It's when we start to get to thinking about what powerups or upgrades to implement where things get interesting...
So far, it's pretty evident there has been lots of inspiration from Metroid, especially with the shots. While I do want to try and create more... creative shot types, I don't really know how I could make them work for Koishi. Maybe I could try and create something different, as I'm pretty sure I've exhausted all the shots types I could use that Koishi uses in the base games. As for other upgrades, I think I'm doing a good job and giving somewhat different options to what you'd see normally (except speed shoes, literally just speed booster from Metroid -_-)
Also, no, there will be no double jumps. Sorry to all my cloud in a bottle enthusiasts, but it's kinda overused as a movement method. And I want to challenge myself to make better level design with this in mind!
Well, I hope this Dev Talk explained a bit more about the process I went through to give us some of the power ups we have now. Of course, who knows? Maybe we will have a very different Heart Shot that isn't just a large Basic Bullet! Be sure to take it easy now, let's not think that big right now... Let's focus on the present!
That about wraps up this weeks Development Log! Again, I apologise for such the small updates, it's already hard enough when you've got all these epic games you want to play! Next week though, diagonal shooting?
Now if you'll excuse me, Deltarune Today!