State of Play #4
Development Progress Update
It’s been a while since we posted an Electro Bobble dev-blog and quite a lot has happened since the last one, so here’s an overview of what’s been going on…
We’ve added more enemy types, and are planning more still! The new types are: “Spinners”, which spin through the air firing hails of bullets; “Wall Blasters”, which attach themselves to the side of the play area and fire a stream of bullets in a line across the screen; and “Rocket Ships”, which track Mr. Bobble, firing deadly rockets at him!
We’ve completely rewritten the enemy generation and management code – Enemies are now spawned relating to the current level, with easier enemies being spawned at the beginning of the game, and harder enemies being spawned the higher Mr. Bobble gets. Enemies also now spawn in groups and move across the screen using a variety of different movement patterns.
We’ve also added bullet trails to the bullets because, well, bullet trails are cool, right?
We’ve added full support for USB-connected XBox 360 controllers for those of you who prefer them. Everything you can do using the keyboard and mouse in Electro Bobble can now be done using the gamepad too.
Power-Ups / Drops
We’ve added new “extra life” drops and a new “bar” power-up which adds a bar along the bottom of the screen to stop Mr. Bobble from being able to fall to his death for a short time.
We’ve also tweaked the drop generation ratios so that health drops are generated less often so that it’s not quite so easy to stay alive.
We’ve added a damage / HP feedback system so that damage given, taken and healed is easy to see.
We’ve added a music framework, allowing us to build the music soundtrack dynamically through-out the course of the game. We’ve still got to finish writing the soundtrack, but what we’ve written so far works well with it.
We did add the first of the Electo Bobble bosses, but on consideration have decided that it doesn’t fit with the feel of the rest of the game, so we’ve gone back to the drawing board and redesigned it from scratch. We’ve not finished implementing it yet but it should be done at some point over the next few days, at which point we’ll pos another dev-blog to show it in action. In the meantime, here’s a sneak preview of the design:
We’re currently planning a total of 8 bosses, each of which will spawn after 7 levels, with each being harder than the last.