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Sometimes i post things. When i do, its from the HEART!!

21, Male

typing magic words

Netherlands

Joined on 6/16/21

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Hi everyone!

It's been a month since my last update/game debut post so I wanted to give a quick update! bc im not rly posting anything else soRRY I'VE BEEN KINDA BUSY WORKING ON DA GAME HAHAHAHAHAHAHAHAHAHAHAH ANyway imma go and show off my progress with HOT PEPPERONI OUTBREAK so far so gather around cuz its my turn for show and tell.

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PLAYER

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I finally got around to giving the player an actual good design instead of a super generic one. I'm happy with this redesign, the dorky-cool aura fits the kinda vibe I want to go for with the game. He still lacks pizza bags though, I keep telling myself to draw them and add them but i kinda keep forgetting whoops...i'll get around to it...some day...


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The Reversal has been changed into a regular Dash. Before, if you performed the move, the player would face the opposite direction at the end of the dash if you let go of the arrow keys. However, it was a bit hard to pull off since letting go of the controls is kinda unnatural and you'd usually just end up not changing direction at all which would screw you over if you were counting on it.

NOW you won't change direction at all if you Dash. Instead, you'll perform a Reversal when you hold down the Shift/Strafe button while dashing. This is a lot more natural and easier to pull off, so you'll be able to more easily counter a horde of enemies if you find yourself surrounded.


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The Super Dash(run rly fast for a bit zoom zoom, kills enemies on contact) has been slightly altered, not only visually but also mechanically by adding a brake phase to it. Before, you'd instantly stop when it was over which was pretty disorienting. Now after the meter has been depleted, the player will temporarily slide to stop themselves. You can't control yourself during this brake period and even tho it's short it's easy to slide into an enemy and take damage if ur not careful


OVERWORLD

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Besides the dungeons, there is also a lil overworld/stage select screen! I wanted to give the idea of the player driving towards their delivery destination by having the stage all the way in the back. I'm happy with the results, it gives off a chill vibe.


These are the stages I'm AIMING to have in the game:

- Pizzeria: Here you view your records, change the game settings and other stuff.

- 3 different stages. They'll all be dungeons, but have graphical differences and slight gimmicks to set them apart.

- Endless Mode. A dungeon that's endless, where the goal is to just reach as far as you can before you die.

Currently getting the Endless Dungeon finished is my main goal. I'll try to get the 3 actual dungeons in there, but only if I have fuel to add them in. I think after I'm done with the Endless Dungeon, adding the other 3 won't be too hard.


ENEMIES

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I got around to giving the zombies some proper graphics since my initial debut(?) post, where they were literally just green versions of the player lol. I only have the basic generic as hell zombie rn, but I'll add some more later to give some variety. Different looking zombies will also have slightly different stats, such as being faster or being more powerful.


They've also been given the ability to lunge/hurl themselves towards the player. This can rly catch you off-guard if you're too slow with dealing with them or can't quickly get past them. This was mainly added due to an issue with the pathfinding where they couldn't easily get to you if you hugged the corner or walls. Now they just say fuck it and hurl themselves towards you regardless. It's a small change, but they ended up really handing me my own ass the first few times.


END STATEMENT

Hopefully this was interesting to read, what did you think? I'm really not used to writing a dev log but it's fun regardless. Hopefully it was fun for you too. I'll start to number these from now one. I think I'm making good progress, but another part of me also thinks I should be working faster lol. I'm working on the game almost daily and I still feel good doing so! However, I try not to push myself and only work when I can and want to. When I do work, I try to just work on whatever I feel like doing at that time. I think I've always been kind of chaotic in my development like that, so I can't really promise what I'll have done by the next update. There is a priority system with these tasks though, so I am aware as to what I need to get done sooner than other things. It's a pretty big project and might seem a bit daunting, but I know I can finish this even if it takes a while. At my current rate, I'm expecting the game to be done early next year (DON'T TAKE MY WORD ON DAT THO IM RLY BAD AT PREDICTING HOW LONG PROJECTS TAKE LOOOOOOL).


As for my personal life, I've recently had a job interview with a big fucking company! And I mean BIG! I don't have the job yet, but they did tell me that I had shown a lot of strong qualities so far. I still have a test and another interview or two to get through, it's exciting and also scary. I'm trying to not get myself too hyped up, it'll be hard to get through all these and failing is easy. But if I ended up getting it, it'd legit be a huge opportunity. So...I'm going to do my best!! Ofc, I'll still do my best on the game as well. even though a job will defo have impact on development, i'll hang in there!


anyway this post is long as hell so imma end it here byebye i got nothing left doei

Have a good one!!


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