A Few More Tweaks to the Game

If you’ve been following the blog, you’ve probably seen the little game I’ve been making in Clickteam Fusion. I’ve been taking it in baby steps, from a very basic time-survival game with some sprite centring issues, to a more entertaining little piece where enemies actually give chase and keep the player moving.

Here are the latest tweaks:

The changes this time include a few minor things like fixing that sprite issue, and altering a few speeds and sound effects. A test animation for the sword attack was made but not enabled due to issues getting the attack conditions to execute properly. There are a couple of bigger changes though; first, I’ve added larger, slower blobs, created when two smaller units collide. This adds a little bit of variety and surprise to longer games that keeps it interesting. Second, I’ve added randomly spawning hearts that give the player a life. This theoretically lets games go for longer, as well as giving you the option to play more strategically. Sacrificing a life to clear a path. Probably the most obvious change, however, is that I added some very basic floor and walls graphics so it wasn’t just white space.

I’m iterating right now, adding little features one at a time, and rebalancing as I go, but I think it’s a good idea to have a target “finished state” in mind. It’s a first project and I don’t want to get in the habit of iterating it forever. I’ll learn more getting the game to good state and then moving on to a new project. With that in mind, the ultimate goal is to include a basic attack for the character, replace all the stand-in art with nicer, animated sprites, and clear up a couple of the more fiddly issues like enemies spawning on top of each other and getting stuck there. Once that’s all complete, I’m going to stick on a title screen and a better looking high score table and declare that version 1.0!

And as usual, if you want to try version 0.3, here’s a link:

https://www.dropbox.com/s/ollkvdwjitu3k8f/TinyAdventure0.35.exe?dl=0