[Official] Cosmogelica Development Thread
I'll post here later
In the meantime, here's the last blog entry I made
https://cyansorcery.itch.io/cosmogelica ... date-10923
Here it is!
https://forum.cyansorcery.com/
I'll post here later
In the meantime, here's the last blog entry I made
https://cyansorcery.itch.io/cosmogelica ... date-10923
I haven't worked on the game for a few days, but here's a pretty gem for you guys
The idea is that 5 of these will appear in a set of 10 phases, randomly distributed across the phases. When you get all 5, you get extra coins and maybe some goodies like powerups? I was gonna make them bring you to a minigame, but I don't want to take the player away from the action too long or dissuade them from trying to get the gems
then again, people play Sonic and get a bunch of rings and jump into the little bonus things at checkpoints, so maybe people would want to play a minigame after all? I haven't quite decided yet. Since the progression of story mode will have two related stages and then the boss phase, maybe I could make it so 5 gems appear during a set of 20 phases, and after you beat the boss if you found all the gems you get a minigame? This could make it feel more substantial
I just thought about this now though as I was typing it, so I'll have to think about it
I've been working on the new Flamethrower weapon type. It has a short range but has higher damage output to compensate. The sound effects aren't final, but it's more or less working. I haven't really worked on the game the past week or so because I've been busy with other things, but hopefully I'll have a build with this and other things soon enough
I realized that, by loosening the definition of what's considered a "gel," I could do more stuff. Now I've been working on implementing the "snow gel"
It's similar to the barrier gel, but players and enemy units who move through it cause it to melt.
I also began work on these little critters. The general idea is that they hop around and try to throw acorns at the player. After enough attempts, they'll leave.
Finally, I started working on a new scene which may look a little familiar. I'm gonna work on it more and see how I can flesh it out though, because I don't want it to be too similar to the other ones. Not sure how to solve it though right now
Mines are my favorite design stuff can't wait to see it in action :o
Aaaaa the lil critters look so cute I want to SQUISH THEM
Today I added Carol to the game
She is the second of four planned characters, with the other two yet to be drawn (but I know what they look like.) At first they were gonna just be sprite swaps with no other meaningful changes, but I decided that was boring. So, Carol has higher attack output, but also has lower defense. This means that, while Monica can survive a hit from colliding with an enemy or a large laser, Carol can't. However, she can tear through enemy units a fair bit faster than Monica can.
For the last two characters, I currently have it in mind that one will have lower speed but higher defense, with the final one having higher speed but otherwise average stats (I figure there will be enough challenge to moving at high speeds lmao)
ohhh that minecart area looks so good
Decided to add a little free movement and parallax, as a treat