Yo, dawg. We heard you like stats. So here are some stats about our stats.
I jacked a tileset off the internet to make the game look a teeny pinch nicer. We now have 6 levels that are almost like actual levels! You can kill enemies, they drop loot (based on how much space is left in your inventory, + random chance!) and you can then equip the loot and it affects your stats, performance in game, etc. You also are capable of dying. To test this feature I added a new, stronger enemy type.
He doesn't do too much new -- he's a bit slower, stays invincible for longer when he gets hit (but he recovers from being knocked back faster!) and he's much heavier than his tiny buddies. He hits like a truck, though -- he does about 90 damage on average. (You start with 100 health points in code, even though it says 1,000 on the stats page. The little guys hit for about 20). He also has about 1,500 health as opposed to the 150 of the smaller guys.
Whereas the smaller guys just derp along (even if you hit them, they are blissfully unaware of your presence), the bigger ones will turn around to face you after being hit and start to lumber towards you. Otherwise, though, they're still pretty derpy.
Coming up soon are enemies that will be "intelligent" enough to jump up ledges (sometimes) if they know they have to do so to reach you. I would also like to include different speed/intelligence variants of these two enemies.
Tech stuff: The enemy system is super modular. I love it. There is a base "Hostile" class from which I derive all of my other Hostiles, using virtual functions and all that happy jazz. This way I can just plug my arrays and lists full of Hostiles and let the game figure out which types they are and how they should behave. Even better is that all of this is determined from the XML -- enemy spawn types, rates, directions and behavior! Beautiful, if a bit simple.
For those curious, each weapon's "prefix" (the first word of the weapon's name) is pulled from a data file contained with the executable. Each quality of weapon has a decently-sized array of prefixes it can choose from, which can then be altered if the weapon is special enough to deserve it. Some prefixes even change a weapon's abilities or name completely. If you're curious:
- 131 White (Common) prefixes
- 75 Green (Average) prefixes
- 72 Blue (Cool) prefixes
- 66 Purple (Awesome) prefixes
- 43 Orange (Incredible) prefixes
- 26 Pink (Ludicrously Incredible) prefixes
So that means I've so far discovered (with help from others and my thesaurus) 131 ways to say "this sucks", 75 ways to say "this is mediocre", 72 ways to say "this is decent", 66 ways to say "this is pretty good", 43 ways to say "this is great" and 26 ways to say "THIS IS AMAZING!" (one for each letter of the alphabet!) Cool!
A shot of a slightly tweaked level select screen (I just made the images for levels actually match)...
And with that, I'm done with Super Virgin Samurai until Tuesday. Let the Game Jam commence! I may post updates on the Global Game Jam here, so stay tuned (as always!)