New Turrets + How to play
After some friends reached out to me, saying they don't really understood what to do just from starting the game, I decided it was time to create some kind of tutorial, or a guideline on how to play the game. Therefore, I added a little menu to the title screen where the core concepts are visualized (it isn't 100% finished, though). I figured it would be better to have some graphics/videos to show the player what awaits in the actual game instead of having too much text. What do you think?
And I added some new turrets. Mortar, Cluster and Artillery turrets don't shoot a straight projectile. Instead when they shoot, the projectile will fall from above, exploding when hitting the "ground" emitting a blast that can destroy multiple blocks at ones.
Another feature I implemented was a better way to handle spawn mechanics for turrets. Before, I just generated a random number for the wave's turret count and picked a random turret for each slot. This resulted in a very chaotic wave spawn that was hard to control in terms of rising difficulty. So I created a system where I can define for each turret from which wave count the turret can spawn, how many of a turret's type can be in a wave at once and the probability of the turret being picked for a slot. For each slot, the following method is used to determine which turret will be picked (Pseudocode):
# build a probability map for each turret max = 0 probability_map = dict((min, max), Turret) foreach t in Turrets: if can_be_spawned(t): probability_map[max, max + t.probability] = t max += t.probability # pick a turret based on the probability map r = random(0, max) # max is exclusive foreach entry in probability_map: if r >= entry.key.min && r < entry.key.max: return entry.value return null # should not happen
New Features:
- 3 new turrets:
- Mortar turret:
- Cluster turret:
- Artilley turret:
- How To Play menu (WIP)
- Adjustments to turret spawn mechanics
Current features:
- Paddle Navigation (Moving and rotating)
- Support for Keyboard and Gamepad
- 9 types of turrets:
- Gun turret: Shoots a small bullet straight to the other side, without aim
- Cannon turret: Shoots a big, slower bullet straight to the other side, without aim
- Precision turret: Shoots a small, faster bullet while aiming at the player
- Spread turret: Shoots 3 small bullets with an angle difference of 45°
- Barrage turret: Shoots 5 small bullets with an angle difference of 22.5°
- Multi Barrage turret: Shoots 7 small bullets with an angle difference of 11.25°. These bullets are a little bit slower
- Mortar turret: Shoots a dropping bullet that creates a blast when hitting ground. The blast is able to destroy multiple blocks at once.
- Cluster turret: Shoots multiple dropping bullet that create small blasts when hitting ground. The blast is able to destroy multiple blocks at once.
- Artillery turret: Shoots a dropping bullet that creates a huge blast when hitting ground. The blast is able to destroy multiple blocks at once.
- 9 types of Power Ups:
- Shield: Makes all paddles invincible for a few seconds
- Block spawn: Makes a single block spawn at a random position, allowing the player to stitch it to one of his paddles by colliding with the block
- Slow down: Slows down time for enemies and projectile, while giving the player the ability to controll the paddles with almost normal speed
- Stun: Stuns all enemy turrets, halting them from what they are doing for some seconds. (This can be used to block some spawn slots for the next wave)
- Deflector: Deflects bullets for a short time, causing them to bounce off (not working for missiles)
- Speed up: Increases the movement and rotation speed of all paddles for a few seconds
- New Wave: Instantly call a new wave. All current turrets stop in their actions and begin to retreat (even if they have not shot yet)
- New Power Up: Instantly spawns a new Power Up
- Copycat: Copys all current paddles and spawns them at random locations. They are instantly owned by the player
- Paddle split on hit
- Stitching paddles together (or blocks)
Planned features:
- More turrets:
- Laser turret: Shoots a laser covering the whole row or column with a small beam width
- Missile launcher: Shoots a homing missile that follows the player for a short amount of time
- EMP turret: Shoots a projectile in a random direction. When the projectile is destroyed (by colliding with other projectiles or a paddle), it renders paddles inside a big area uncontrollable for a short time
- All turrets will get variants. A variant is displayed with another color and has the same projectile profile, but will fire multiple shots before retreating again and/or have a faster fire rate.
- More Power Ups:
- Magnet: Creates a force field around all paddle for a short time, adding a small force to nearby bullets
- EMP Burst: Destroys all nearby projectiles in an area (EMP projectiles still activate their effect)
- Global leaderboard
- Adding animations for UI and game elements
- Make the paddles' controls smoother
- Polishing
- Make better graphics / sprites
Ideas:
- Give each block a HP pool so that they need more than one hit to be destroyed. This could be paired with turrets dealing different amount of damage and a Power Up to restore HP.
- The original idea was creating a bullet hell evasion game with a mix of pong. So an idea was to integrate the ability to spawn player projectiles (balls) that bounce off the arena walls, destroying projectiles and/or enemy turrets. The player can alter the balls trajectory path by letting the ball bounce off paddles. With this, a Power Up to spawn a new ball would be a possibility.
Known Bugs:
- Currently nothing noticable. If you find something, feel free to report :) I try to find all the bugs myself, but that isn't always possible :)
Files
Get Block Cluster [Demo]
Block Cluster [Demo]
retro bullet hell evasion
Status | In development |
Author | Szyu |
Genre | Survival |
Tags | Arcade, Bullet Hell, Neon, Retro |
More posts
- Global LeaderboardAug 02, 2024
- Improved game mechanicsJul 09, 2024
- New Features + New NameJun 17, 2024
- New Power UpsJun 13, 2024
- Current StateJun 12, 2024
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