The combat update... finally!



After 4 months of works, I finally added 10 minutes of content to the game!

This update added the first original feature to the game; A new combat system.
This is something that I was dreading since the beginning of this project...

Thing is, the original combat system was very cool. All those guns, with many types, materials and affixes, each with a unique effect. It was very cool. What wasn't cool was the gunplay, its sooooo slow. The enemies and the player sprite is too chunk for a low resolution game (384x240). Maybe it was only a matter of adjusting and balancing the game, but I really, personally, did not like the actual gameplay.

I kept comparing the gameplay to Crosscode boss battle or Chrono Trigger's combat system, for some reason.

After thinking and making this prototype, I decided on a somewhat unique system. Its just a combat system similar to CTs combat system, with your companions being able to act individually, but what if your guns are you party members?
So, yeah, you add guns to the party and use them during combat. Shoot one gun, grab another, shoot that gun and so on. You are also able to move during combat to avoid being hit and use gun skills.

The major difficulty in making this new system is porting the old GML gun generation and gun behavior code to Godot. That part of the code base is so messy. I have no Idea how to port the entire gun behavior to the game.

The new combat system was integrated to the tutorial and it works fine.

I also added a brand new waste of time: V.R. Missions. It started its life as a test ground for the combat system. During testing, I thought it was cool to add a quick way for people to experience the combat system. I think it was when I was watching this video that I had the Idea to make it similar to the MGS menu.

After adding Guns and combat, the menus were updated to read combat data, gun data and such. Player stats was also added to the game. Is extremely unbalanced, but it works.

The game is still very buggy and I only bug tested it from the Tutorial to Wilmer's house. After that, its basically the same. Oh, I also started working on the Shop Menu, but its still very early on development.

Important things:

  • Candy and Candy recipes added.
  • Jerkins and equipping Jerkins added
  • Hoopz stats added.
  • Enemy stats added.
  • Enemies added (Egg drone and barrel)
  • Guns (barelly) added.
  • Gun skills added.
  • Combat added.
  • Gun, Candy and ammo drops added.
  • Death screen added.
  • Players respawn locations added (No idea if its working).
  • Room teleportation logic modified. May break things.
  • The HUD actually works now. Most of it, at least.

Known Bugs:

  • Pressing "Enter" on the combat menu causes a crash.
  • Dying in diapers is not supported.
  • Gun affixes and special effects don't work correctly.
  • Bullet casings have the incorrect color sometimes.

Notes:

  • Pressing F1 to F3 displays some debug data
  • Pressing F4 during combat "hurts" Hoopz with 0 damage.
  • Pressing F5 kills Hoopz
  • Web export sucks.

The future:

Probably going to take a few weeks off to deal with some personal and work stuff. After that, I'm going to work on the shop mechanics and finish to port TNN.

See ya!

Files

index2.zip Play in browser
2 days ago
barkley2.zip 167 MB
2 days ago

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