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DevLog

Gun Runner DevLog #22

  1. Fixed game pausing sometimes on startup.
  2. Tutorial dropship appears immediately, although I’m going to remove the dropship from the tutorial completely in favor of something else.
  3. Removed the skill tree button from the HUD. Going to prototype giving the player 3 upgrade options at a time and letting them pick rather than having a skill tree. Under the hood it can still be the same code but how it’s presented is going to change.
  4. Fixed a bug where the tutorial would be in a funky state when restarting.
  5. Basic screen shake for enemy and dropship explosions. Need to work on this as it causes visible lines in between tiles.
  6. Editor support for multiple sounds for a gun.
  7. Variant sounds for machine gun, enemy explosions, enemy taking damage, and coin pickup.
  8. Support for kickback when firing weapon.
  9. Smoother camera movement that attempts to focus on the action.
  10. Basic “”card”” system that massively improves gameplay. Each “”deck”” specifies a sequence of card types and difficulties. A card matching the type and difficulty is randomly selected from the deck and played. Currently there are enemy and coin cards.
  11. Enemies can be spawned in patterns via card tab in editor.
  12. Flyers have vertical movement to make them more interesting.
  13. Slowed down player and enemies.
Categories
DevLog

Gun Runner DevLog #21

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  • Added ability to delete items via editor (guns, actions, animations, enemies, dropships, and bullets)
  • Removed automatically shooting in favor of tapping to shoot, which feels far better
  • Dropship appear animation
  • Removed use of deltaTime when applying velocity, which required changing how EVERYTHING moves
  • LOTS of tweaks to game feel (spawn rate of enemies, bullet size and rate of fire, speed of player and enemies)
  • Attempted to add a palette swap shader so I could do some cool things further down the road but ended up just adding a basic color swap shader, so I changed the hit animation for the player, enemies, and dropships

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Categories
DevLog

Gun Runner DevLog #20

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  • Added buttons in the editor to toggle sound/music on/off.
  • Added a tab to the editor to modify coin variables (velocity, restitution, gravity, etc)
  • Tweaked controls so left side of the screen is for jumping and right side is for aiming. Removed need to drag reticle.
  • Added a “”tutorial”” that teaches the player how to jump, swipe down, and aim.
  • Removed double jump in favor of having it be purchased as an upgrade.
  • Added a jump spin a la Contra, which makes jumping feel way better.
  • Added support for switching physics bodies (so when the player is jumping, their bounding box shrinks down a bit).
  • Added action for dropships to perform on respawn (currently a simple hover).
  • Extremely terrible looking but functional skill tree, complete with a slew of bullet and player upgrades.
  • Bullets have a chance to perform double damage via a critical hit and is upgradable via skill tree.
  • Player has a defense variable which reduces damage taken and is upgradable via skill tree.
  • Player has luck variable that is not hooked up at all.

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Categories
DevLog

Gun Runner DevLog #19

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I’ve spent the past 2 weeks working on an editor so I can easily and quickly generate content and decrease my iteration time to test it. To do this, I had to convert virtually all game objects and their parameters to be configurable via a single json file that the editor spits out.

I also managed to pull all the game logic code into a framework, so if it makes sense it wouldn’t be as difficult to release this as a Mac or Apple TV game.

As you can see from the video, there are A LOT of things in the editor, so let me break them all down:

  • Player – pretty self explanatory, but want to mention how amazing it is to be able to change a # and instantly see the result. Building to simulator or device every time is extremely time consuming and with this tool, I was able to very quickly put a build of the game on my phone with the best feeling jump I’ve yet to code manually.
  • Animations – the engine now has a centralized animation repository, which allows game objects with the same animation to reference that singular animation rather than create dupes. This allows creation of the same enemies (visually) with different health, speed, etc.
  • Actions – not fully done with this one yet, but you can see at the end of the video how powerful this tab can be. Flying enemies can have different flight patterns, dropships can hover, etc.
  • Guns + Bullets – easily the most fun tab. So many variables to play with and test. And all so quickly testable!
  • Enemies + Dropships – spawn buttons are the best!

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Categories
DevLog

Gun Runner DevLog #18

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GDC is amazing. I’ve decided to explore an idea that seems like it would make the game more enjoyable and interesting. I was playing Gunman Taco Truck and I thought what if Gun Runner had some roguelike qualities.

 

At the start of each run, you get to pick a gun. Each of these guns will play differently and influence the entire run. For example, a pistol that does medium damage but is small and fires at a normal rate vs a rocket launcher which does high damage and explodes on impact but fires slowly. Gunstar Heroes comes to mind with the variance in their weapons.

 

After a certain threshold has been reached (maybe by # of enemies killed or time based) or maybe a trigger by the player using their hard earned coins, your ship swoops in and you can upgrade your gun via a skill tree. The skill tree will contain modifiers such as damage, rate of fire, velocity of bullets, number of bullets, angle(s) of bullets, angle variance, helix-ness, size, etc. I was also considering player-centric upgrades like health, coin magnet, ghost player (that also shoots), etc.

 

So now I am in the midst of creating an editor so rather than changing a number, building the project, running on device, and testing, I can make the change and see it live. This will be helpful for creating and balancing the guns and gun modifiers. I may even create one for building the skill tree(s). Haven’t decided if each weapon should have its own tree but I’m thinking they will need them.

 

Of course all of these changes need to be prototyped and if successful, tweaked like crazy, but I’m pretty excited about this idea.

 

The changes listed below reflect the final changes before going to GDC.

  • MUSIC for the main menu, game, and game over!
  • SFX for a lot of things: explosions, jumping, landing, coin pickup, player taking damage, enemies taking damage, and probably more!
  • Restitution variance for coins bouncing (thanks to Felix-The-Ghost from Youtube for the suggestion)!
  • Added 2 more dropships and tweaked all their params (health, coins, type of enemies, spawn rate of enemies, etc.)!
  • Game loop now spawns between 1-2 dropships (had it at 1-3 but it was CRAZY difficult)!
  • A terrible player death animation complete with slo-mo explosion!
  • A terrible game over screen!
  • Fixed the player jump not being consistent!
  • Restricted the camera’s top position so that when you double jump on the topmost platform you can still see the ground and the action!”

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DevLog

Gun Runner DevLog #17

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Had an impromptu trip home to NY because my grandma passed away. Also had a friend visit last week so only now getting back to development. Going to GDC next week and am focusing on a list of items to take care of in hopes of having a polished build to show off.

  • Dropships, enemies, and players flash red when taking damage.
  • Dropships and coin patterns spawn at random tilemap level rather than using player’s position.
  • Player’s torso now points up and down when aiming at certain angles.
  • Converted a BOATLOAD of levels (1-4, 1-5, 2-1, 2-2, 2-3, 3-1, 3-2, 3-3, 4-1, 4-2, 4-3, 5-1, 5-2, 5-3). Currently displaying them at random but the idea is to use the environment to enhance the story, so as the player continues running, they’ll see the slow destruction of the environment and the gradual ascent of toxic waste and industrialization.
  • Added a pause button sans menu and the game now pauses when backgrounding and foregrounding.
  • The parallax background no longer moves vertically.
  • Made the reticle touch area larger so it’s easier to move around.

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DevLog

Gun Runner v2 DevLog #16

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HUGE ROUND OF OPTIMIZATIONS

  • Tracked down a major issue that was causing the slowdown most noticeable when a dropship explodes into coins.
  • Improved performance of tile collision detection.
  • Improved performance of offscreen detection used for parallax and tilemap.
  • Improved performance of all animations.

 

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DevLog

Gun Runner v2 DevLog #15

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  • All coin patterns are in!
  • Game loop structure created so that coin patterns, dropships, and eventually minibosses spawn regularly. Used the GameplayKit class GKStateMachine for this and it works surprisingly well.
  • Noticed a slowdown when coins explode from dropships so started looking into that. Might have to redo how I’m doing collision detection for objects and the ground.

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DevLog

Gun Runner v2 DevLog #14

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Light day today due to filling out a bunch of paperwork for health insurance and submitting a 1.1 update for Call Your Reps (free iPhone app for calling your elected representatives). Very inspired from attending the local #WomensMarch this weekend in downtown LA.

 

  • Started on coin patterns. 

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DevLog

Gun Runner v2 DevLog #13

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  • Player’s health is now displayed on HUD and is updated when player collides with enemy.
  • Refactored how guns/bullets work and created the wave gun (as seen in video) and machine gun.
  • Updated large dropship collision shape as it was apparent with wave gun that bottom of ship was not correct. Can’t have bullets disappearing in midair. 

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