Jetboard Joust - Defender-Inspired Cute Retro SHMUP - Alpha Now Available For MacOS and Windows

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Re: Jetboard Joust - Defender-Inspired Cute Retro SHMUP - Alpha Now Available For MacOS and Windows

Post by BitBullDotCom » Tue Dec 18, 2018 5:20 pm

Well, I got there in time for Christmas (just)! The last boss is finally done, bar some polishing and tweaking of difficulty, and I’m extremely glad to have put this one to bed.

I ended up pulling out quite a few of the stops for this one (it’s the final boss after all) so there’s five/six separate stages to the fight and multiple different attacks and animations within each phase. The audio alone took around two solid days.

So here’s a description of each stage of the battle – I ended up switching the first stage (as described in my previous post) to stage two.

Stage One – Claws
In the first stage the Octopoid has grabby, snappy claws at the end of its tentacles which it lashes out at the player to cause large amounts of damage. It also has a secondary attack where it stops to fire mini black holes from its claws. I’m not entirely happy with the look of these mini black holes yet, that something I’m going to come back to.

The Octopoid moves pretty fast at this stage, and if you let yourself become entangled in its tentacles it can be pretty hard to break free!

To complete the stage the player has to destroy each claw – when a claw has taken a certain amount of damage it breaks off and falls to the ground. The rest of the boss is invulnerable to damage.

Stage Two – Dive Bomb / Black Holes
I wrote about this stage in the previous post so won’t go over it again here. It made sense to have the stage second as a) I thought it would look weird if the boss suddenly sprouted claws, and b) As the player is shooting at the boss’s mouth tentacles to cause damage it makes sense to have these destroyed at the end of the stage and I wanted the Cthulhu tentacles in play as long as possible!

Stage Three – Lasers
With its mouth tentacles destroyed, the Octopoid’s gnashing teeth are revealed and it begins to fire lasers at the player from the end of its tentacles. It moves pretty erratically in this stage as if it’s somewhat out of control.

To complete the stage the player must destroy each tentacle (once the end of a tentacle has taken a certain amount of damage the entire tentacle self-destructs). When each tentacle is destroyed the boss goes into a crazy spin which can be devastating to the player if they’re too close.

Stage Four – Dropping Squockets
By this stage the Octopoid is looking rather the worse for wear as it has lost all it’s tentacles. It still has plenty of fight left in it though! Its two attacks in this stage are a ram attack where it simply launches itself at the player, and the ability to spit out bubbles contain mini squocket enemies. These mini squockets are armed with rocket harpoons which they will launch at the player given the opportunity.

To complete this stage the player must keep ducking behind the boss and deal damage to its bulbous cranium. The front of the boss is invulnerable to weapons.

Stage Five – Phase Inversion
This stage is really an extension to stage four. The octopoid has lost half its skull by now, leaving its brain dangerously exposed. It still launches itself at the player in a ram attack but also spits out antimatter ‘ink’ based on the ‘Black Hole Blaster‘ weapon (which is probably going to be renamed the Phase Inverter but I’m not 100% decided on that yet).

Of course it’s the exposed brain that takes damage here and enables the player to move onto the final stage of the battle…

Stage Six – Skull Spin
There’s not much left of the Octopoid by now so it launches itself at the player in a fast and ferocious spinning attack whilst spitting out black holes as per stage two. If the player doesn’t keep moving here they will come a cropper pretty quickly as they’ll get sucked into a black hole and battered to kingdom come by what little the boss has left!

All the boss is vulnerable to damage now and, for added drama, I had it lose each eye and then its teeth as the player gradually pounds it into oblivion. Hopefully this makes for a fitting end to an epic battle!

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I’ll be tweaking the difficulty of each stage considerably when I get to balancing the weapons and difficulty across the game (the next thing I’ll be working on) – I’ve nerfed the boss’s abilities quite considerably in the video so I could compress the whole battle into a reasonable space of time! Also this video (like most of them) has been blown up 150% as my computer is incapable of capturing 1280*720 at 60fps – it struggles even at this resolution. The rotations particularly look much better at the proper resolution. I need to find a solution to this for when I create my ‘proper’ promo reel.

Dev Time: 10 days (so that’s 19 days in total for this boss – groan)!
Total Dev Time: approx 237 days
====

James Closs, Director & Wielder of Code, BitBull Ltd

http://www.bitbull.com | http://www.joystickjunkyard.com

@BitBullDotCom | @JunkyStickJoy

====

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Re: Jetboard Joust - Defender-Inspired Cute Retro SHMUP - Alpha Now Available For MacOS and Windows

Post by Tam Toucan » Fri Dec 21, 2018 4:56 pm

Great work. Hope you're taking time off for the holidays.

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Re: Jetboard Joust - Defender-Inspired Cute Retro SHMUP - Alpha Now Available For MacOS and Windows

Post by BitBullDotCom » Mon Dec 24, 2018 3:12 pm

Thanks - yes, I am going to be taking a bit of a break!
====

James Closs, Director & Wielder of Code, BitBull Ltd

http://www.bitbull.com | http://www.joystickjunkyard.com

@BitBullDotCom | @JunkyStickJoy

====

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Re: Jetboard Joust - Defender-Inspired Cute Retro SHMUP - Alpha Now Available For MacOS and Windows

Post by BitBullDotCom » Thu Jan 10, 2019 3:07 pm

So far this year I’ve been focussing on weapons and the weapon unlock/upgrade mechanic in preparation for doing the wider gameplay and difficulty balancing. I’ve broken this down into three key areas…

1. Ammo Drops
It became clear whilst testing the bosses that the way I was calculating ammo drops was flawed and I needed a better method. The method I eventually came up with is simpler than its predecessor, works far more effectively and should ‘scale’ automatically as weapons are upgraded and the player faces enemies that soak up more ammo. For each weapon I now work out the maximum amount of damage that can be done to any enemy from a clip’s worth of ammo (the amount contained in a single ammo drop). I then scale this amount based on the accuracy of the weapon in question (weapons that have a lower accuracy scale down more as one must assume that not every shot will hit its target). Once the player has dealt out damage to any combination of enemies that exceeds the resultant ammo refresh rate a new ammo drop is awarded. It’s important to record the damage dealt as the amount of damage that would be dealt if the enemy had infinite health, otherwise enemies that are destroyed by the attack score too little and this can really skew the system.

To test this I set up a ‘sponge’ enemy that does nothing but takes loads of damage and tried out all the different weapons on it in turn, tweaking the accuracy scaling and checking the method I was using to calculate the max damage per clip was correct on each one. This was easy for weapons that simply fire bullet-style projectiles but more complex for weapons like the flamethrower. For ‘area of effect’ style weapons like the grenade launcher, RPG and sonic boom I can only really approximate an idea of maximum damage.

Image

Whilst in the process of the above I got pretty distracted re-working the shotgun blast effect as it still didn’t seem to give an accurate indication of the blast’s area of effect. This is the third time I have re-worked this(!)

2. Weapon Switching
To date the player has only been allowed to carry one weapon at a time. If the currently armed weapon runs out of ammo they were automatically switched to the default weapon (pistol) which has infinite ammo. If they wanted to arm a more powerful weapon again (pretty much guaranteed) they would have to pick one up from a weapon crate AND find an ammo drop to recharge it should it have run out.

I decided this mechanic was no fun and therefore, according to the Scott Rogers principle, had to go. Now I am allowing the player to carry two weapons at once – the default weapon with infinite ammo and a (generally) more powerful secondary weapon. If the secondary weapon runs out of ammo the player is switched automatically to the pistol as before but this time all they need to do to recharge it is collect an ammo drop. The new mechanic seems to feel much more natural and fun to me, though I’m a little worried it might give the player the opportunity to over-exploit powerful weapons but we shall see…

As an adjunct to the above I also implemented a key to switch weapons so that the player can switch to the pistol if they want to save ammo on powerful but understocked weapons such as the RPG.

3. Weapon Unlocks
Previously, in order to unlock a weapon, the player had to catch the jetboard of an enemy that was armed with it. This worked OK, but it was a bit easy and I didn’t really think it made a big enough deal of the weapon unlock process.

I’ve decided instead to have weapon unlocks as a type of treasure. Rather than being guarded by a boss, the treasure chambers that contains these weapon unlocks will be guarded by a fleet of enemies armed with the weapon in question. This enables me to make more of the treasure chamber mechanic, adds another layer to the gameplay, and also allows me to use the big ‘weapon upgrade’ icons (which I was rather pleased with) in-game as pickups.

It didn’t take me long to design these ‘guardian’ enemies but I spent a fair bit of time on implementing some special AI for them. Firstly I enabled them to swoop down and steal the player’s health pickups to heal themselves (I may allow other enemies to do this once the reach a certain level), and secondly I implemented a special ‘wrap attack’ whereby if a bunch of them have been chasing the player in the same direction for some time a few will take advantage of the world wrapping by peeling off and heading in the opposite direction to meet the player head on!

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The video demonstrates unlocking the shotgun by defeating a small fleet of enemy guardians. They’re pretty tough opponents – as you can see I had to rely pretty heavily on the jetboard attack here and was pretty lucky managing to take out three of them in one go!

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Dev Time: 241.5 days
Total Dev Time: approx 4.5 days
====

James Closs, Director & Wielder of Code, BitBull Ltd

http://www.bitbull.com | http://www.joystickjunkyard.com

@BitBullDotCom | @JunkyStickJoy

====

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