So of course I did the feature I wanted most first: there’s a music player in the options menu. Music is unlocked as you reach the point in the game where it is used, or at least it will be when I implement that bit.
Right, things are settling down a bit (by which I mean I’ve unpacked enough boxes that my computer works and connects to the internet) so it’s time to look at moving forward on this game.
So just to let y’alls know, I’ve finished that move I was talking about and gotten started with my new job. I should have time to get back to my indie stuff once I’m settled in a bit more. Further bulletins as events warrant!
At long last the Neon Galaxy alpha build is done, and playtesting volunteers have been notified. Hooray!
If you volunteered to playtest but haven’t received the email, please post in response to this or email me, and I’ll get you sorted out.
I thought I might ramble a bit about the debug assertion facilities I’ve just been improving in my engine.
The alpha is definitely not going to be perfect. There’s at least one crash bug I haven’t tracked down yet, and the sound, I dunno, it’s a bit of a jumble. But I’d still rather get the alpha out to testers before things get totally crazy-go-nuts over here. I’ll include a list of things to watch out for when I send the alpha.
Apologies for the delay since my last post: it turns out things got busy for me and are about to get much busier. For that reason, I’m going to pencil in a goal of getting the Neon Galaxy alpha out the door within the next several days before the crazy level becomes overwhelming. It probably won’t have all the issues on my list fixed but that’ll at least allow playtesting to proceed while I am indisposed. Further bulletins as events warrant!
For once a status with an image! One of the items on the finish-this-goddamn-game-already punch list was to fix up the buzz bombs and soldier robots in the boss fight so they could actually navigate around to the front side of the boss and find the player, instead of almost instantly getting left behind to vanish in interstellar space. I was working on that today and it turned out to basically be a giant pain in the butt for a huge variety of reasons so I scrapped it completely. Instead, the boss now launches satellites which orbit at a constant rate and take little potshots at the player as they swing by. Also, colliding with them causes damage. You wouldn’t think it to look at this picture with the ocean of missiles coming out from the boss’s turrets, but those satellites are gamechangers. I certainly can’t use my old boss strategy of just camping right in front the conveyor and destroying all the guns as they swing around, that’s for sure.
In fact, I may even have to tone them down a bit, since my objective for the final boss is for it to be, you know, kind of challenging, but not really all that hard. Guess I’ll play it a bit more and see how it feels though.
Hey, this is handy. It’s a website that tries to simulate what images would look like for colorblind people. I ran a few Neon Galaxy screenshots through it and it looks like I’m good there, fortunately.