Missiles Launchers and Inventory Management

It's been a few weeks since the last update on Super Mansion Quest, I've made progress and am way past the Stencyl version in terms of content and features at this point.

Current tasks

I'm currently trying to get a inventory system working. Half of it is done so far, the x and z buttons can now call functions for different weapons, before that I had weapons linked to a single button.

After that I'll either get the saving/loading menu working or start work on the first boss.

Additions

I made a temporary title screen and a main menu that's half finished.

Rockets and homing missiles are implemented, they work pretty well and the missile launcher is a lot of fun to use, it needs to be more balanced but it's going to be a late game weapon anyway.

The skeleton head has newer art now because I felt like redrawing it
There's also explosions and death effects now which make it more satisfying to kill the skeleton heads and fire rockets.

Other notes

My attempts at a working text system were a failure, for a while "on overlap" wasn't working. I also couldn't make it animated which was something I really wanted so I'll have to come back to it later.

Super Mansion Quest is actually getting somewhere, it's taken longer than I had hoped for, but I'm sure it'll pick up if I keep on putting the hours in.
I'm also having some general doubts about making games that will be made into an article soon, it seems kind of important and I don't think enough people are actually thinking about it.

Also the puzzles that involved cleaning the rooms up are going to be moved to another game. Currently I can't really think of a good system for tracking the objects in a room and then also tracking the rooms have been cleaned up. I also think it could work well as a block puzzle game.

I may update this with screenshots later, if I do so I'll repost it to twitter when that happens.

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