That might be a lot of data to store in the cloud. Consider using some sort of algorithm to find when points are roughly in a line and then just use the endpoints, saving on points. Compressing the data may also help. What size is the ghost data right now?
Been a minute!
Been doing a lot of boring stuff on the game lately, so I haven’t got anything juicy to show just yet.
In the meantime, I thought I’d share a smaller update:
Low health now has PiN looking exhausted, if you stand still:
You can now melee while walking. Felt weird being locked to just standing and running melee attacks. And, you can now bonk your head on the ceiling if you launch upwards too fast:
Other than that, I’m trying to polish this build as much as possible, so it feels like a genuine demo I can push out everywhere.
There’s now a working leaderboard! Just need to make everything look nice…
Next, you’ll be able to download ghosts.
I’m leaning towards having the time trial pit you against both your own personal best and a ghost that you pick. Or maybe an option to toggle them.
I’m genuinely cheeks when it comes to UI and data.
So I’m very thrilled to show that I’ve now got a working options menu with rebind-able keys etc! (Ignore the squashed layout for binds, I get excited and forget to polish things)
(There’s also an option to toggle fps somewhere. Oops)
The leaderboard is now live! You can download ghost data:
You can either download just your personal best, or both yours and someone elses’:
More planned, more to come and more to polish before I start pushing it everywhere!
The ability now lets you keep moving forward. Actually, the mechanic’s bugged atm. The animation either ends too quickly or it plays right, but ends up insta-killing the enemy. Here’s another clip without the insta-kill bug, and an opportunity to insta-kill instead:
I’ve been wanting to add more detail and just improve my level art. Not sure if I’ll hire some help in the future, but here’s an example of a new tileset.
That’s all for now!
Got more cooking in the oven but I’ll leave it there.
The logo is cool, but the pink and blue clash way too much in “The Guardian Spirit”. Probably switch to a lime green for contrast, or stick with solid pink I’d say.
Still needs a lot of visual polish, but here’s a few of the new things working together:
-Enemy bubbles
-Sliding / Diving
-Grapple hook
-Enemy vines
-Charged / Giant shuriken
-New running melee
Edit: Forgot about the Transporter. As you might expect, it gets you from point A to point B. I was recording it and forgot to turn off collisions. So, here you go - thought this clip’s funnier:
This is the first time I’ve been able to properly hear that music, and it sounds great! Would totally add it to my playlist if you had it on YouTube. Did you make it yourself?