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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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