Space Grunts 2 DEVLOG #9 – Long list of changes
This week’s video covers most of the development work I did this last week, but there’s still some pondering going on about alien plant forms!
Game updates, developer logs, and other news straight from the Orangepixel’s mouth
This week’s video covers most of the development work I did this last week, but there’s still some pondering going on about alien plant forms!
Creating alien plant forms, more humanoid enemies and making it possible for all items to get damaged causing all sorts of problems when you use it.. it’s been a fun week in the world of Space Grunts 2 !
Drawing calls and drawing pixels, this week development of Space Grunts 2 was mostly about drawing in one way or another! Also finding out what makes the classic sci-fi look work!
With this weeks video covering the mostly non-technical stuff, let’s dive a bit deeper into the other changes I made. This includes new camera code, but also new and more moody lighting.
Two very important bug fixes, one fixing a lot of “budget” Android devices not being able to run the game beyond a black screen. The other bug fixing a problem with missions not being able to complete (or taking a LOT of levels)
The heat-wave hits hard this week, so I traded my game-development for pixel-pushing and started drawing a bunch of stuff that the game still needs. Luckily there are still many aliens and tilesets to be drawn!
The major focus this week was on some reprogramming of the monster AI, by adding signal-maps to the game, allowing fun toys like signal-bombs to distract or lure aliens. I’ve also plugged in some funky A*-pathfinding mouse-controls and made sure that bomb-explosions now also cause walls to be destroyed.
All in all, a week with small but important changes to Space Grunts 2. Check out the video, and read the tech-blog by clicking!
Door generation with keycards and locks, a host of new cute little aliens, and some explosive additions to your card-deck in this weeks devlog!
A short list of maintenance bug features, preparing the game for next Tuesday’s Android release!
World generation and card battling.. Space Grunts 2 is getting a bunch of new features and changes in this weeks update!
A new game project starts here and it’s called: Space Grunts 2 ! Let’s first set some rules on what this game should be and limit ourselves so that we can, hopefully, have a short development cycle
The game is now available (on iOS) ! And a much overdue list of fixes, changes and improvements.. seems like I skipped a few versions in these blog-updates!
Trucks, guard-towers, sticky bombs and manual aiming are just some of the new things in this build. And that’s not even mentioning all the improvements on the “old” things in the game!
Combining two big updates into one! Redesigning the way skills work and the whole skill interface, and of course a huge amount of fixes, changes and improvements!
Let’s just release this build already, because the “change list” is overflowing! Final update before this game goes in a public-beta! so check what’s changed, new and improved!
Another flow to the game, new missions, new items, shops and even some new graphics. Not a bad couple of weeks working on the game. Read more for the biggest changes, and a full list of bug fixes and additions.
Closing in on an actual release, this update comes with a huge list of little fixes, the much overdue skill-point interface, AND… AND: SNAKES! .. testing them out, they crawl out of crates in some of the worlds, so be careful!
Security cameras, C4-detonators, a time-machine and mushrooms! This build is full of awesomeness so make sure to check it out ASAP!