Update 16- So it's that kind of bi-monthly after all
To be fair, I got very little done for the past month due to recovering from vaccine side effects, so not much got done in April.
Boss #2 finally has wings. It's always had wings in my old concept doodles, but since they're mostly a visual effect more than key gameplay mechanic, I never really got around to adding them until now (since I'm a lot more confident in the base snake physics tech).
Some more work's been done on boss #3- here are some of the new projectile attack patterns.
The player's response to blocking got a minor overhaul, which includes their combo not resetting if they hit a blocking enemy- this looks a lot more natural/visually interesting now compared to only spamming the first attack.
Some of boss #5's effects have been updated, plus some new attack patterns- no new character animation, but more projectile behavior variety. Speaking of boss #5, I started working on some cutscene stuff:
Also meant a bit of rewriting/adding to the dialogue system to interact more nicely with non-dialogue events.
Get Bloodless
Bloodless
Status | In development |
Author | argoms |
Genre | Action |
Tags | 3D, Boss battle, boss-rush, Short, Singleplayer, Third Person |
More posts
- ReleaseJun 05, 2022
- The Not-Quite-Release PreviewMar 27, 2022
- Progress update- 2020 in reviewFeb 15, 2021
- Progress update: June (barely)Jun 30, 2020
- First public releaseMar 26, 2020
- Progress update (mid-March)Mar 16, 2020
- Bits on bosses, and player mechanicsFeb 08, 2020
- Last year in review (AKA- Oh right, there's a devlog!)Jan 10, 2020
- Update 10Nov 21, 2019
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