Physics-based bow and arrow game thing idk yet
New Demo!!!!!
CONTROLS:
A / D or Arrows to move
W / Up Arrow to jump
Mouse to aim and shoot bow
Space to switch Arrow Types
Enter to start
P to pause (and see Speedrun Timer)
You can also connect an external controller with Bluetooth!!!!! (I hope somebody does this...)
DEBUG TOOLS (at your service, playtesters):
1 to restart game
2 to give yourself an arrow
3: (doesn't do anything lol)
4 to skip level
5 to give yourself bow
6 to give yourself new arrow type (always goes in order, no matter what the art is)
There are about 20 levels, 6 arrow types, and a whole lot of new features.
Good luck to those attempting to beat them all! :))))
Lol I made art this week but due to unfortunate circumstances, I forgot to copy them to my hard drive
I should be making more art, but I got struck by an idea a day ago to make a teleport arrow and a moving platform arrow, and here they are.
I also added a start-cutscene kinda thing that references to the game I made in Jumpstart V2, Cascade.
ONE. FRAME. Every time you teleport, the camera is off for ONE FRAME and I have tried for at least an hour to fix that ONE FRAME. It's an evil frame >:(((((((
Added controller support! (even though you can't see it and it probably wasn't the best use of time lol) and a start screen
Here is a video of the previously mentioned fireflies, rope, and hit-switch environment
(Oh right and I have music set up, but haven't made it yet, instead it's just Celeste Golden Feather Mix by in love with a ghost [awesome song])
I should really work on art...
I finally fixed air control! I did it by proposing a velocity to be added, and if it went over the limit, it wouldn't add it. However, if the velocity is already over the limit, it leaves the velocity how it already is.
It's most applicable whenever the impulse arrows are used, and it stops you from hitting an imaginary wall when your velocity is too high.
Also added UI death stuff, fixed the UI for web uploads (not too hard, just make everything in UI move by anchors rather than position, and it's good to go), and animations and code for when you gain a new item (like the bow or a new arrow type).
I also tilted the camera by about 3 degrees, and I think it makes a huge difference in how the game feels! However, the gravity is now kind of off because your view, which hopefully isn't that bad, because I think the cost is worth the benefit.
I should really make some art and music now...
Added a few levels... not the best the game could have, but it's hit 10 hours and I really should send it out for playtesting...
Took out the shaders for the time being, since there isn't really any art to go with it...
Also added the Minecraft Bow, because it's the Minecraft Bow. And this is a bow game.
Any ideas on arrows, mechanics, and / or level design are welcome!
Edit: Had to fix the level count before I shipped lol
Re-Edit: AHHHH the UI is messed up!!! For playtesters: There's supposed to be 4 Godots in the bottom left that light up when you hit enter, signifying what arrow type you're on. The Arrow count in the top left seems to function still though.
I hit 10 hours today but I keep forgetting to add devlogs (and occassionally commit lol)
I've had this arrow that basically sends and impulse and throws you up into the air, but I've been struggling with making good code for air control... The way I have it on the ground, there is a max limit for speed that is quickly reached. In the air, if this max limit is allowed, it seems like you hit an invisible wall whenever you hit the max. However, if there isn't a limit, the character goes wayyyyyy too fast.
I also tried implementing coyote time but the hitbox for it (I'm using a RigidBody2D, there is no isonfloor() function) always retriggers whenever I jump, resulting in a double jump.
I also don't have a clear idea for the progression of this game. I like the idea of a more open world, but I have levels currently.
Still though, a lot of progress has been made!!!!
I'm pretty late to Shiba, but I decided to give it a shot after realizing Silksong is in shop.
Making a physics-based bow and arrow game, kinda similar to Towerfall: Ascension (created by the people who made Celeste!!!), but I'm don't think I'm going to get to Co-Op.
Made a player, extremely basic UI, functioning Bow and Arrows, a Target, and overall just set up starting settings stuff in Godot.
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