Second Devlog - Sprite edition!


Hello again everyone!
We are here to bring you some updates on our Bee Trial

This week was a busy one and as we got to implement a lot of stuff and, as our title implies, we also got our "artist" to create many assets for the game. No more shapes! Just cute (or dark) little fellows.

Team member updates:

  • Raquel - She drew. A lot! Our bee was no longer a capsule and is now a cute lil bee:


Ok, maybe not just the bee. She also did the background, which has a parallax motion by the way, composed of 4 layers, and now instead of a diamond shape there are actual wasps who try to kill you. But the amount of visual improvements don't stop here. There are also new enemies. The assassin, a speedful enemy that wants to dash through and slice our bee. The weeklings, two enemies who are really attracted to each other. The flying devil, a heavy plated insect that results of this weekling morphing. A beast that will bear a lot of pain. These enemies can be seen in the prints below (all names displayed are not official):

     

As you can see, this week our game gained the aesthetic value it deserved. Making assests is a ton of work, but she's definitely thriving. Oh! I almost forgot... the bullets. They deserve a special showcase. In-game they are small, but the amount of detail they have needs to be seen:

  <--- Amazing

Ok, that's it...

No, wait. The SWORD! Public's favorite weapon. We said she would stay and she did, while also gaining some stunning sprites, for level 1/2, 3 and 4/5, respectively:

 

Now we're finished with the showcase. What a ride and what a refreshening view after a week of looking at basic geometry...

  • Pedro - And we're off to the boring stuff! This week people answered to the two most important questions: Mouse or keyboard? Random enemy spawn or waves? And they decided a mouse movement with enemies spawning in waves. With that in mind I started developing the actual gameplay of the game, fixing a lot of minor stuff that appeared during prototyping (regarding weapon switch and behaviour). Basically I'm doing the behaviour for Raquel's creations. I implemented the assassin behaviour, making them spawn, stop and dash right to the player, continued the work of Miguel (that we'll talk soon) by adding an assassin wave formation and helped João (also for later) finishing the weeklings and flying devil movement and behaviour. For our player, fire rates were implemented for the different weapons. No more "Bee trial - Smash your keyboard edition" [Raquel: Sadge :(]. Now no matter what you do, there's a limit for how many times the player attacks per second. Oh, and you can now attack with LMB, a fine addiction to our player inputs.
    If our game will be wave behaved (that's difficult to say) then we can take that approach and let the player know beforehand what are they dealing with, or we can take this opportunity to mock them, by having a brief text between waves. Right now it looks like this:

With the same font as we're using on itch.io. It seems to fit our game really well. There happens to be more but I can't remember, honestly, so let's go to our next team member.

  • Miguel - Last week he started by structuring the code of what would be our waves' system and eventually he got to a solid point and did two wave patterns. V formation and Line formation. This opened my path (Pedro here, hello :D) to do the Assassin formation, as I already talked, and the Sinusoidal formation. This week he finished that and started implementing what will be our little friends, other Bees! They will spawn sometimes and help us fight the enemies, or perhaps die and give us some nice power (yummy!). The choice is up to the player, but how they will behave is up to Miguel!
  • Joao - He had the idea to do the weeklings and started implementing them, making the code for them to become the flying devil upon contact. It was a solid base for me to work aswell. Then he went and did our player lose a weapon level upon getting hit, so instead of only losing a life, the player now will feel a power creep that damages him in terms of power and emotionally, we hope (next time be more careful swinging that sword, public's choice btw). Right now he's cooking a new weapon, but we wont give any information on that as it can be scraped at any time.

Here's a video with some gameplay footage for you to be entertained. It's quite big, but shows what we achieved so far. The weeklings and flying devil are not yet implement to spawn on waves, but let's hold something for next week as well ;)

This is the HUUUGE update we have for you this week, and you can expect tons of new stuff next week so make sure to follow the project and stay alert. We'll meet next friday :D

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