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Monthly Devlog (May 2021)

Hey there!

For May I worked on the FPS project. There was a list of small to medium level bugs I was putting off for a while so I started working through them. This ranged from things like the weapon HUD not flipping back in some cases, to the jumps being really unresponsive. But I feel like I got it to a point where the core movement is feeling pretty decent. It's nowhere near Apex Legends level, but its at a point that I'm happy with.

Speaking of movement, one of the new features I added was wall running. It's honestly hard to say how much of a tactical advantage wall running will have but it just feel cool so added it in the game lol. I can see some rooms having platforms you can wall run between to run away from enemies, but this is something I'm going to need to experiment more with.

Another thing I added is the shotgun which made me have to create a new type of weapon that can spawn multiple projectiles. This might lead to some interesting weapon ideas in the future like multi-shot rockets or a snipe similar to the Triple Take.

I'm also working to get this first level completed so I actually do a play-through and test stuff like weapon balance and pacing. I don't want each of the floors to take forever to complete, but I also don't want you to be able to speedrun them in a couple of seconds. I keep the room a consistent 100x100 units to make thing easier on me, and here are some of the room ideas:

So for Bright Red Skies, sorry guys but I didn't do any work on it. I usually do this thing where I work on the FPS project for the majority of the month, the work on BRS for the last week. But I got a bit swamped with other life responsibilities this last week. In general, working on two pretty big projects at the same time isn't exactly the smartest thing, but it feels hard to just leave BRS alone since it's the main reason I'm even interested in game development.

If anyone is reading all the devlogs, I previously mentioned that at the 6-month mark of the FPS project I'm going to reevaluate where I want to go with things. So that point would be at the end of June. I'm really enjoying making this new game, but I feel like more progress needs to be made on it, so for June, I'm going to do no work on BRS again. It might even be longer than a month before I touch BRS again, I'm not 100% sure. Since I only work on these games as a side project, I see the FPS game optimistically being a 2-year project whereas BRS is more like a 10-year project. The goal is to release a game I'm proud of and I see both having some potential, except one will take a lot less time to complete.

I'll try and put my try-hard pants on for June and what I want to complete is:

  • Start & defeat screen
  • Better feedback (take damage effect, knockback)
  • Template for the lobby room
  • Dialogue system

Next devlog I'll go into more detail about the premise of this FPS game. I think the concept is pretty bizarre but it's supposed to be an anime-inspired game so I feel like weirdness is all good ;) I want it to mainly focus on gameplay but there are some characters you can talk to, so a dialogue system needs to be added.

But anyway, thanks for taking the time to read through all of this, and hope you guys are OK with me putting another pause on BRS. I'll see you for the next one! :D