Devlog 8 - Wait other people have levels done by now?


Day 8

Well one day to go, so today I:

  • Added a final gun, a reference to the Ray gun from Call Of Duty
  • Added some music, which I created for the first time in all of the games I've made.
  • Made a level after realising im a bit behind on that.
  • Added another easter egg, yes I have done it again.
  • Added an ending and death
  • Partially redone AI
  • Edited some devlogs to make me seem less of a lier.
  • Optimised light
  • Balanced health / health regen by making it better
  • Increased robot limit
  • Added a timer
  • SUBMITTED!

For this devlog, I’m not going to talk in order of what I did during the day but the order I’ve written most/ everything I did today because after working on this for so long, some of what I think I did might’ve been done at a different time for example I know I created another gun, but I’m not sure if I balanced health before or after it but I know both occurred today so I’m going to discuss each bullet point in the order above.

So I added a weapon to the 6th slot, a end game weapon designed to be OP but a reference to Call Of Duty’s Ray Gun which is one of the most powerful guns in the series. However to make it relate to the theme of love more, the name is Ray (Of Love) Gun. I feel it’s a good pun and should make the game more enjoyable.

Next I added some music because I haven’t done that yet and people generally prepare some sort of sound to nothing so I decided to create something in GarageBand. I used electronic instruments because of the robots and I wanted the music to sound a bit robotic. Afterwards, I then had to transfer the file from my iPad, since I don’t have a Mac so I had to use the iPad version of GarageBand, which was a bit hard but I figured out that by sharing the file to iMovie, then cancelling then uploading to a empty Discord server, I could easily transfer the file to my computer to use in the game.

Then I checked the Goedware Discord server to find out many people have created multiple levels. Unfortunately all I had was a test level. So after backing up the test level as a separate scene, I created a small level meant to be the full game. I’ve added as few rooms as possible to keep it simple whilst adding an escape door to have a connection to the sub theme, the Price of Freedom, because it costs 10k to escape and be freed from the robots.

Next I added an ending. Basically when the player dies or escapes, a global variable called ending is set to 1 or 2. Then the scene is changed to the actual ending and using an auto typing extension, to make the text seem more polished and less boring, some text is used as an ending. Then I decided for the escape ending to add a small easter egg which I think I’ll not talk about so it’s a bit surprising for you.

Next I decided to redo the AI since it often grouped up in random spots. However this is still being done and will likely be finished tomorrow.

After that I went back through some of the devlog because I had written I would share a game build in one but because I started edited the game files and did use Git or GitHub to back up my files, I had technically lost that build so since no one had seen the devlog, no harm was done.

Next I optimised the lighting system since the new level lagged quite a bit as a result of the lights. I decided the increase in walls was causing the problem so I created some fake walls that acted as light obstacles and placed them where the walls were but stretched them so less were needed and it helped boost my frame rate quite a bit. This should keep the game more enjoyable. So remember, if your game lags, there’s probably too much of something so try to use one object for all of them or less objects.

Next I decided to make the game easier with the health system because in my testing, I felt robots could kill the player quite quickly and it would be too hard for many players to enjoy so I reduced the health regen delay and reduced the robots damage to make it easier for anyone to enjoy.

Next I increased the robot limit because 6-8 robots isn’t a lot so I decided to increase it to 30 to make the game more fun and hopefully with the new AI system, still be at a high frame rate and smooth. Alongside this I added a timer to act as a way for the player to compete with other people to see who can survive the longest if they don’t want to escape.

Finally I submitted the game so if I can’t add the final changes in time, at least  there is a build there to rate. Thanks for reading, and I hope you enjoy The Antilovable Robots when it’s time to rate.

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Jun 11, 2022

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