Sorry for load times -- A "live-service" shootemup that is always a work in progress and a sequel to a game I made for Shipwrecked (a previous hack club event.)


Final, Final version... 15+ hours of bug fixes and stability fixes... The codebase is made of gum and spit and tears.
Day 15! Today I worked on making the game work with C#; but its taking a while, now im able to use Visual Studio performance monitoring features and better documentation. Heres a product key for Visual Studio Professional 2022: (TD244-P4NB7-YQ6XK-Y8MMM-YWV2J) Sorry for no sound I did it at a reasonable time so everybody was awake.
working on converting to c#

day 14!! 2 weeks in the game is looking way waay better. Today I fixed up a lot of old bugs and made the game crash less by consolidating a lot of things that honestly did not need thier own files and duplicate functions/dead files that made debugging harder. I also made sure that the HUD shows correct information for lives and bombs and fixed the triangle powerup system.

Day 13 - Tried to consolidate everything and make it less buggy but it only got worse but it is now more maintainable with less files and the adaptive music and screen shake is back but I cant lose any lives :( Im really sick of waiting 5+ mins for videos to upload so i turned quality down since im the only person that watches these anyway
improved HUD significantly and add frame time graph. Improved frame stability and worked more on a "scoring" system of performance based on frame drops frame time and other stuff. also fixed a couple bugs and worked on a in progress Boss rush mode.
fix the scaling, fixed a lot of bugs this is day 11 & 10 i didnt do day 9 strike one :( 30 days of shiba i also added a cho ren sha 68k style powerup system with the rotating dorito looking things alr bye thank you also the poewrups dont work rn but im on that a$ap (rocky)
day 7 scaling is broken and game lags when bosses spawn

tried to refactor and make a general loop style system where it handles all things per frame like minecraft... but it doesnt work... Day 6 of shiba 30 days

redid balancing of enemies, added boss heath UI, enhanced streak system, added back CRT shader after it broke since last build added easter eggs in campaign and quit button. also made the enemies be different and have names and come it waves that have shapes and bullet distributions. Also added adaptive music. Fixed the bug where there were very loud sounds after a long killstreak. stopped streak from "pausing" after ending. Re-did hit registration so that it is much more consistent now. Day 4 of 30 days of shiba.
went waay back commit wise and then added feautres from the older commits one by one on the better more stable base. also added a easter egg in the campaign option. changed the rainbow to only effect the streak text. the bomb system is still broken however. fully fixed hit registration. also made debug logging more aggressive.

I have tried to refactor the code somewhat and completely failed and tried to add a boss health bar. Today was a complete failure.

I add a noAI label bc I really dislike AI art and also added a epilepsy warning tuned the crt fiter to reduce eye strain and also added a rainbow effect when you get a 10 "killstreak" (I should think of a better name). (check out the SICK new main menu screen) (this is the same as the slack post bc Idk what else to say also there is a little delay when you get an extra kill past the 10 streak and i think it makes it look better + improved screenshake)

Game now works again and has better enemy layouts for more engaging combat. And I fixed the background to have a black background and added more enemy bullet spray patterns.

Implement distinct visual indicators for enemies and projectiles to improve clarity and reduce confusion for players.
Challenge: Adjust game speed parameters to slow down player, enemies, and projectiles for improved gameplay experience.
Adjust player movement speed to find a balance that enhances gameplay without sacrificing challenge.
All three of these criticisms worked on, enemy and background colors worked on so that its easier to tell things apart and things are much slower now.
SPACE TO SHOOT, ARROW KEYS TO MOVE and X FOR BOMB
Implement distinct visual indicators for enemies and projectiles to improve clarity and reduce confusion for players.
Challenge: Adjust game speed parameters to slow down player, enemies, and projectiles for improved gameplay experience.
Adjust player movement speed to find a balance that enhances gameplay without sacrificing challenge.
All three of these criticisms worked on, enemy and background colors worked on so that its easier to tell things apart and things are much slower now.

Fixed a lot of the poorer aspects of the game, -- SPACE TO SHOOT, ARROW KEYS TO MOVE and X FOR BOMB
Super Subtle Shiba Reference on the bottom left corner -- Sorry for spamming! Controls: Arrow Keys to move, X for Bomb and SPACE to Shoot. LOOK AT README IF YOU CAN PLS: https://github.com/4t0m15/wipshmup2/blob/main/wipshmup2/readme.md
I just setup all my tools and hope to see you guys in Japan
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