The Boy Who Stole The Sun: Devlog #6 - Can't Stop the Movies
Can't Stop the Movies
16Oct/170

The Boy Who Stole The Sun: Devlog #6

New features! Whenever I get a new piece of the game implemented with minimal fuss, I have to celebrate and thank the central processor. On this update: there is a functional health system! The flurry critters have the ability to dash at the player and take his health away on collision. And casual non-dashing bumps between the flurries and player result in freezing up the player's hearts. The flurry also now goes into its "hurt" animation whenever it collides with the player, regardless of whether it's from a dash or a casual bump.

A friend also recommended I put in a screen flash to indicate when a heart is totally frozen. So I whipped that up this morning and got it into a functional state. Most of these features are in a testing state, not the final version by any means. But sometimes you gotta load up on features just to make sure they work.

Flurries are meant to be a low-level, easy-to-avoid critter that will probably only freeze the player a bit, and not be able to damage health directly. It's actually totally confusing to have it be able to do different kinds of damage with the same general action. Screen flashes are currently set to cyan for regular hits, and white for when a heart gets completely frozen. I will probably take out the cyan flashes later, but it's helpful to have things happen often when testing. And when you're coding solo, nobody can tell you not to make temporary features.

Hearts currently take 4 hits to deplete them, and 4 freezes to freeze them completely. And the player starts with 4 hearts, which means there's 16 total health points, and 16 temperature points. Remains to be seen whether all those values will be appropriately balanced.

Coming up next: Gotta get some particle effects in there for taking health damage. I think I'll probably do general impact effect for general hits, and a blood effect for when a heart is totally depleted. I want to be able to toss flurries into the water and freeze that square into ice. The game already tracks the drop-position in front of the player to make sure you can't drop something out of bounds. I can use that position to check the tile beneath and see if it's marked as a water tile. If so, I can do a freezing animation on it and re-build some data. In theory, this will allow for delightful puzzle solving and navigation options. I just have to make sure to constrain the possibilities such that the player doesn't have enough resources to build an bridge right off the edge of the map. Not sure if this'll be in the next update, but I may need to introduce the first tool to this game, and the give the player more than just bare hands to pick things up and mess around.

In the mean time, enjoy a little gameplay-in-progress video! Thanks for reading (and watching).


Posted by Seth Gorden

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