Updated Game Mechanics and Various Improvements Before Christmas


It hasn't been long since the last release. But I've been working on the project more recently. In the previous update the changes were mainly under the hood. Now the news concerns the game mechanics.

The first news concerns the bonuses: there are no longer blue and green meteors to gain ammo and life. For the ammo I chose a more complex mechanic: Periodically some ammo containers descend and must be destroyed to collect their contents. For the life I chose for the moment to use energy spheres that must be collected (not destroyed like the green meteor previously used).

The second news is that I gave a sense to all the enemies that can be shot, obviously excluding the dangers: while most of the enemies if destroyed reduce the danger level, the blue eye and the green triangle increase the speed with which the danger level increases, so it's better to eliminate them; the small triangles that the bigger triangle releases instead give a little reduction in danger.

A new indicator has been added to the danger level bar to show whether the danger is increasing or decreasing and how quickly it changes (for now, only for the danger level increase).

A big change in my opinion is that I've added a new type of danger. These are obstacles made up of groups of rotating globules, which descend downwards waving casually left and right. If hit, the globules, initially four, separate into two groups of two globules. When hit again, the groups of two separate into single globules, which are destroyed once hit.

This new danger appears on the second stage and from then on alternates with meteors on each new stage. It's not a definitive solution, but I need it to start evaluating its effect on the game.

The globule mechanics forced me to intervene on the effect of collisions between enemies and the ship: on the first contact, the ship is damaged, but flashes and becomes indestructible for a short period of time. The alternative to this solution would have been the guaranteed destruction of the ship following the collision with a group of globules.

The last addition is small, but it is the consequence of a purchase I made. Since I bought an handeld PC (a ROG Ally) and the first thing I did was to try A-Void on it, I added a preference that from the UI allows you to activate or deactivate the FPS display without having to use the keyboard. Apart from this, the game runs well.

For the moment there is no other news, even if I already have several ideas on how to proceed. I will probably take advantage of the free days of the Christmas break to continue working on the project. I will also have the opportunity to let try the game to some people, which I have already done in part, to see what the reactions are and understand what impression it makes on those who try it.

That's all. Merry Christmas to you all!

Files

a-void.zip Play in browser
Dec 22, 2024

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