Weekly Devlogs II: The really big devlog because we are weeks behind on doing this
Hello friends, Tyro and Kaiden here... we have quite a bit of changes to discuss today, all of which will be featured in the forthcoming build. We'd also like to discuss some more upcoming features and their progress.
Here's a list of what we have so far with the current version of the game, which is currently chock full of various bug fixes and QOL changes.
>Refined enemy and projectile code
Player projectiles have had some redundant or useless code sitting in them for a while, so I finally took the chance to take it off our plates. The game should be running with fewer instances of Update() (for those who don't know, "Update()" in the unity engine is a function which updates a given set of code EVERY FRAME...)
Secondly, enemies no longer "snap" to the direction they need to aim at the player, now smoothly rotating into position. Some more adjustments will be necessary to timing, so that the enemy doesn't fire when they instantly see the player, but this should help make things look smoother and less janky.
>New player reticle!
The player now has an aiming reticle which clings to the surface the player's weapon points at, hopefully allowing you to better judge your aim. Assuming we can get a functional controller config going, we can even set it as a custom cursor instead, and let the current version be for controllers to better controllability.
>Controller support! (In the works!)
GyroGun will soon support controller input, with the aforementioned reticle giving you an easier look at where you're shooting. The menus will also be reworked to support this input.
>Updated UI/menus
The buttons, font and general menu design are being overhauled to fit the theming better. This also gives leeway for improved tutorial menus, further explaining certain mechanics.
>POST PROCESSING!
We finally cracked the case on Unity's post processing, and have begun properly setting the levels up with it. There are some necessary adjustments, but it helps out game feel a lot, and we may even get into things like lighting, which will help the game's visuals a ton!
>New Backgrounds (In the works!)
Remember our good friend Hannah, the one who's worked on the game's main background for the levels, as well as enemy animations? Well, she's back and working on another new background for the main menu! Finally, no more stock images...Oh, and it may be worth noting, she wants to help out on some of the color palette of the game, too, meaning enhanced color theory for the game's sprites!
>Sound effect rebalancing/music
Certain sounds have been adjusted for impact, volume or redesign. There has also been an audio randomization feature implemented into the code to reduce monotony amongst the sounds -- this will make the general sound sphere more pleasant on the ears. Also, new songs are in the works for each level phase!
Sorry for the delay... look forward to the next build for many of these changes to come!
Get GyroGun
GyroGun
Speed and power combined into a short, simple, and punchy platformer-shooter.
Status | In development |
Authors | TyroDragon45, PuuPuu |
Genre | Platformer |
Tags | Singleplayer, Speedrun |
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