Post Jam Update


Well that was a bit bumpy.

So the idea was to fix up some systems, add a full stage 1 as a demo, and take feedback from there. What ended up happening was a lot of bug fixing and system redesign. Had to set up object pooling for enemy bullets, completely missed that they were colliding with each other and lost a weekend trying to prematurely optimize. I have limited free time and energy, so that didn't feel great. But we're here, one solid minute of gameplay, most systems working, less bugs. 

I worked with what I had. Programming danmaku is like programming Tetris. You think it's easy until you dig into the intricacies. I only have enemies that move at a consistent velocity, no paths. There are only a few firing patterns: single shot, spread, radial, with either an angle or targeting the player, and a repetition function.  Enemy bullets also only have a velocity, no delays. Also didn't get around to lasers, which have weird behaviors. Grazing was on my todo list but fell down in priority. 

What concerns me is that even after three months of dev hiatus, I still feel the symptoms of burnout. If I were to continue this, it would be at a slow pace, which I know doesn't gel well with social media or view numbers. I may still do it, wrote down a bunch of fun ideas for bosses and patterns. Implement accessibility features is also on that list of things to do, which I tried in a previous jam project, to great success. 

Files

DDPostJam.zip 43 MB
Apr 21, 2022
index.zip 29 MB
Apr 04, 2022
LD50_Source.zip 34 MB
Apr 04, 2022

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