It’s been a while since I did any updates regarding my phonics shmup; the stress of leaving a job and moving intercontinentally took its tool. When I stopped working on the game in April, I had broken it in magnificent ways. Now the broken is gone and I’ve added some colorblind friendliness features and built all of my phonemes in the way that Unity really wants: using GameObjects. Continue reading
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.
It’s been a while since I updated. To be honest, I don’t exactly remember all changes I’ve made. I’ve been working on it here and there in spare moments amongst busy times. Many things have been refactored; I undid some unnecessary future-proofing I did in the previous update’s refactoring because it was silly and hard to read. I abstracted out some classes, either as their own files or as subclasses, making some code much easier to read. Again, not much has visibly changed with this new build, but I’m really happy with the progress I’ve made.
This has been an interesting week, so I got work in on the shmup in bits and pieces around other things. The menu screen, with a credits panel that pops up, is the biggest visible change. I also added some particles for the disruptor broadcast. Most of the work I got done, though, was refactoring.
This is just a quick post to say that I did get the phonics shmup caught up in Unity to where I had it in Godot.* It took me about as much time as I expected, though I didn’t get the work done on the days I expected. It now does everything the Godot version did and has random asteroids floating through as well because I didn’t feel a need to disable them, at least not yet.
Better than that, it’s more or less ready for level loading, so the next part of development is gonna be recording better quality phoneme sounds and doing it for the whole alphabet.
Best of all, you can play it online. I hadn’t figured out how to build for web in Godot yet, but Unity made that easy, too. Left click to shoot, right click to swap disruptor phonemes.
*Actually, now that I think on it, I don’t have even a basic broadcasting graphic on the disruptor. So all but that. Functionally speaking, though, the game is caught up.
I am trying to get in the habit of changing how I talk about this project, since 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.
I started a project ages ago, a game that was to be a shooter intended to help students learn phonics. The ship shoots sound bullets; all the enemies have letters on their ships and are only vulnerable to the sounds those letters make. Some ships are therefore only vulnerable to one sound, while a C ship, for example, is vulnerable to two.
I can’t remember why I stopped working on it. Judging by the last time I accessed the project, it might have had to do with Ultra Hat Dimension and our decision to polish and ship the prototype we made for Ludum Dare. Regardless, it’s been a good long time, and although I opted to continue using the Godot Engine to make it, I decided to start again from the ground up. Continue reading
There are so many game bundles on the internet (thank you, Humble Bundle, for making this a trend) that The Open Bundle is easy to overlook. Its name is simple but not descriptive, and to be honest it doesn’t actually include any games. Instead, it has art, music, and code for making games. What really makes it special, though, is that it’s a grand experiment in leveraging crowdfunding to make releasing things under Creative Commons licensing viable for artists.