There’s some work to be done here involving the animations’ timing and the feel of things… but it functions. Hurrah!
There’s definitely a bug that allows one button to change position without the other button moving to swap places with it. I need to play around with it more.
Making it so that the player can/must choose which phoneme to switch to definitely makes the game more challenging. I’m going to need an extremely low difficulty option, which means I will probably have to have a two-phoneme option.
I participated in Ludum Dare last weekend. Although it was far from my most successful LD in terms of getting a good game done, since I used the Godot Engine to make it I learned a lot. This is particularly true in the area of dealing with collisions. So it was that when I came back to my phonics shmup yesterday, I got a lot done in a small amount of time.
It’s been a few days, including a Ludum Dare weekend, since I actually did some work on my phonics shmup. It was a pretty productive time, though. As the screenshot shows, I added shields to the enemies. However, I also did a big reorganization of my Trello board.
Probably the biggest shift in my plans is how I want to represent phonics as weapon to the player. Before, I planned to have individual bullets be aligned with specific phonemes. That was going to be hard to pull off visually. Instead, I’ve hit on a more readable and natural approach: instead of phoneme bullets damaging only certain enemies, the player will broadcast a phoneme signal that lowers shields on certain enemies.
I am trying to get in the habit of changing how I talk about this project. Apparently shmups don’t count as shooters to some people. The way I see it, you’re shooting things, ergo it is a shooter, but I prefer to use terms in standard ways, so here we are.
Anyway, I’ve had two days in the past week where I put in a decent amount of work on my shmup for teaching phonics… in spite of being down one hand for a new repetitive motion injury. Enemies are now a thing, though nothing hurts anything else.
Last weekend, I got to play some Candy Crush Saga on my friend’s phone. It was interesting enough, and different enough from Bejeweled, that I decided to download it and give it a more thorough try.
Here’s the short version: the game isn’t necessarily bad. However, since it’s free-to-play, the designers have made some choices that I don’t agree with. They’ve created a game which requires strategy to beat, but luck can mess up all of your strategy. Their monetization strategies are also finely tuned to really eke money out of the players, for better or for worse.