NEW VERSION!!!


Well it's not 1AM this time... IT'S 3AM!!!

A few setbacks happened that were mostly me doing dumb things then having to fix them, so now I'm writing this at 3AM.

First big change - UPDATED TO UNITY v2022!!!

When reworking the bats and finishing the sniper, I needed to control if individual things can collide with other things organized by layer. Such as, a player character could NOT collide with everything on the "Enemy" layer. Having that kind of function was necessary, and it already existed! But, only in the newest version. 

SO... one update later and it worked even less than before!!!

I think the issue was that when unity updated it added the new "everything" and "nothing" layers to the list of layers and that shuffled around the order of everything. I still don't know what number corresponds to what layer, but if I just select the layer I want from the editor it all works out. Anyway, that took a lot of time to figure out but now the sniper snipes and the bats... uhh... bat? Well, actually they dash now.


Bat Reworks

I spent way too much time on the bats this week, and they still don't work right. But, I guess they work a little bit better. There are several new changes so... lightning round GO!!!

  • Dash attack
  • Only hurt while dashing
  • Pause before attacking
  • Can run into walls (way harder to program than it should be)
  • Go through platforms still (Even harder after making them hit walls)
  • Get dazed if they dash into a solid wall

I think that's it. I'm really excited about the "not hurting all the time". In the brief playtests I did, I felt a lot more comfortable zipping around since I knew that they couldn't hurt me. The timing needs a lot of fine tuning: how long before bats attack, how long do they dash, how long until they can dash again, etc. But, overall I'm happy with where they are now. Hopefully this is the last time I have to touch the bats for a while.


Levels

The bat reworks and version update took a lot longer than I would like, so the levels I designed for this week are pretty bare bones and somewhat thrown together. Luckily, having all the parts (platforms, snipers, and bats) makes it easy to throw them together. Still, the levels have a rough difficulty curve and try to introduce new things at a reasonable pace. The levels will definitely get a second look sooner rather than later.


Issues

This might be the buggiest version of the game yet. Everytime I have tested it there was some kind of weird thing that happened. Usually I would get launched in some direction that I definitely should not have been launched in, especially around the edge of platforms and bats. I have a feeling it has to do with the dash, but I'm not sure. Regardless, there is some major jankiness that needs to be fixed.


Next time on: AAAAHHHHHH IT'S BROKEN AGAIN!!!

I know I just said that there are major bugs that need to be fixed, but I'm starting to really feel the strain of fighting against my computer for hours on end. So, this week is gonna be a nice change of pace... ART & MUSIC!!! I started working on some music tracks a LONG time ago and now sounds like a good chance to finish them. Probably only gonna be like 2 looping songs, but that's something! I don't know how much original art I can make, but I want to at least have my main guy be original. I don't know how much I'm going to get done this week and that's kinda the point. I can take this week a little easier and hopefully go into March full force!

Files

Lancer_Mac_DevBuild_0.0.15.zip 18 MB
Feb 20, 2023
Lancer_PC_DevBuild_0.0.15.zip 21 MB
Feb 20, 2023

Get Lancer - In Progress

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