A show case of All Fucked Up of the first 2 Levels
Tag: game
Risk Mitigation: Test Bloodstain for Bullet Exit Wounds
This is the follow-up article about lens #16, the lens of risk mitigation from The Art of Game Design: A Book of Lenses written by Jesse Schell. If you buy books through the links in this article I will get a small commission for that.
In this blog article I tested bloodstain for exit wounds, this makes it much crueler and in a weird way, satisfying to shoot those dummies. I took the damage into account to generate the amount of bloodstain when an enemy gets hit. But this is not just limited to the enemies but also the hero.
Looks quite satisfying but might be that it becomes a bit too violent. I apply to every character, robot, and object its own hit animation, so even when I shoot at a computer I can make some fitting nice animation for getting hit. I think this looks more interesting than just color the object flat white for one frame when get hit by bullets.
The test leads to a better-organized code and easier to add new hit and destroy animations for certain objects and characters.
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Sneak Peek Of Our First Levels
We happily present you a sneak peek of our first couple of levels including failures.
The game gives instant feedback on failure and puts you at the beginning of the mini levels. It only needs little to get killed. The enemies are not very smart and shoot each other in the chaos of the battle.
It’s currently more feel-good gameplay than very challenging or surprising. The weapon and collecting ammo is the main mechanic in this simple platformer game. We would love to hear your opinion or maybe ideas about what kind of mechanics we could introduce.
The Many Deaths of My Stupid Soliders
A sneak peek of our game. My hero shoots the first two enemies. Over and over again. Enjoy
Laughing While Shooting
The little hero starts to laugh when shooting a lot. It is bound to the number of rounds per second to make him start laughing, every weapon has his threshold. Or when he shoots two or more targets in a row.
It makes the game more fun.
I’m thinking of more little animations like the love it animation for picking up ammo. Currently, I’m thinking of a cursing animation, unfortunately, I can not use the hits I get because we die too easy and I don’t want to change that. He curses when he stucks somewhere maybe. Or when he struggles with something.