It’s been a couple of bumpy weeks, with a lot of stuff going on in my personal (as well as work) life right now- So that’s basically the excuse for not being able to finish this deadline sooner. I’ve been working on the visuals for the ships’ shields: while it was working before, there was no visual cue for what was going on.
Shield systems work this way: While they are active, they will block projectiles (different amounts depending on the kind of these) and will charge. Once depleted, it will be offline for a while, meaning that any damage you receive will go entirely to the hull. The shield will then come online, and resume charging.
I’ve also worked on enemy movement patterns. I looked at shmups I loved and tried to adapt the behaviours and tune them to make them interesting and challenging with the current control scheme. The goal is to associate certain enemies with certain patterns so that the player knows what to expect.
Next goal should be creating the enemies and establishing how they will behave. They should also somehow “improve” depending on the player’s level, so the game can provide a challenge as he gets better and buys new equipment.
On a sidenote, I plan on working in very short games- my idea is to get something out every two weeks or so, to try out new things. This will come along with more regular updates… probably 2 or 3 per week, focused on the new game. We’ll see about that, I don’t want to spend the same amount of time I put in coding doing blog posts. I expect to start with this method sometime between the next two to four weeks.