Devlog #20 (Beware the Space Pirates) -- April 21, 2019 - Raygun Gadabout Devblog - GameDev.net

Devlog #20 (Beware the Space Pirates) -- April 21, 2019

Published August 29, 2024
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Hello Internets,

Here’s a rundown of some of the things I did this April.

Melish and Senpf

Created some new enemies for the game. They are part of the Space Pirates that you will often run up against. They are tougher than your usual breed of Pirate though.

MelishSemphBattle.gif

It’s important to keep moving in this fight.

Senpf.png

Senpf wants to smash you.

Melish.png

Watch out for Melish’s eggs… BLAMO!!

Orbit Spawn Points

I added unlockable spawn points to the planets. By default, you start off with one area and as you explore you can unlock 2 others.

OrbitChoice.gif

Where do you want to go today?

Save Editor

I had been meaning to get around to building a Save Editor at some point in the future. An annoying bug made me decide to do it now, this would help me test in the future and hopefully save time in the long run.

The editor is still a work in progress as I still have a lot of variables to plug into it.

Things that it tracks currently:

  • Abilities

  • Badges

  • Story Points (certain story beats that have taken place or not)

  • Objectives, both active and completed

  • Boss States (dead or not)

  • Surface Spawns (We’ll discuss this later)

  • Orbits (Where the ship is currently parked

SaveEditor.gif

Editing a save in action

In previous alpha tests I allowed cheats to be activated, since the game had some rough spots where the player gets stuck. In the future I hope to have things be closer to the real experience. And with this I can hand save points at different parts of the game to testers.

LoadingExample.gif

We can also load up save files

Analytics

I did some quick messing around with Unity Analytics that are built into the Unity Engine. So far, I added the ability to save the position and the level where a player dies. I don’t really want to spent a ton of time on that at the moment but it’s something that might be super useful in the future.

analytics

Things I’d like to track are loadouts and how much time it takes to beat areas.

Other Things

Here’s a few things other things that didn’t necessarily merit their own paragraphs:

ART / UI

  • Added placeholders in the menus for active abilities and currencies

  • Added new artwork

  • Rearranged the space map menu

  • Added objectives, also some UI on screen and in the menu for tracking them

GAMEPLAY

  • Balance changes involving damage and health pack drops

  • Increased player speed

  • Testing health regen unlocked at start of game

  • Added locking off planets/areas after or if a prerequisite isn’t met

SYSTEM

  • Added Controller vibrations

  • Made some changes to the Cutscene System, cleaner, less breaky

  • Added countdown timer to have timed levels

  • Moved more data to .asset files to ease future localisation

  • Added localisation system

  • Started some basics for a Cinematic System

  • Added triggers and checking of various states before firing events and cutscenes

BUGS

  • Some bug fixes of course

  • Created some new bugs, of course

That’s all for now

Thanks once again for stopping by and checking out the blog.

As always feel free to join the The game’s Discord and also you can wishlist the game on Steam HERE.

Cheers,

M.

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