Shininess and Request for video help


Howdy everyone!

Before I begin with news on what's coming up next for PONGslaught I'd like to put out a request. If anyone here is halfway decent with creating videos I could use your help. I have no idea how to work video, and need to put together a better teaser trailer. My game sure is pretty, so it's easy to get great footage but it requires skill to turn that into a good video. Hit me up if you can or know of someone who can help. Thanks.

So I've been working like an addict since the last update to quickly respond to known bugs and dive right into new features. I love when I can dive into new features again.

So coming up next for updates I've been working on a custom lighting system to add that extra bit of gravy, so expect my game to somehow be even shinier next update. The code is all in place for the new material system and lights, fully tested, and now I'm working on the data files needed to apply it throughout the game. I must say it looks really cool now when bullets glint up the side of another object like the enemy paddle.

Also coming up are a bunch of quality of life features and bug fixes based on the feedback I got from the current stable build. This is why having testers is great, I appreciate every single one of you (especially those who give the time to write me or record a video). Based on from what I've been hearing this time around I'll be focusing my attention on bug fixes, making health levels more explicit, optimizing the machine gun (it actually fires too many bullets for some computers, lol), and little tweaks here and there to make the game feel more responsive. This includes tweaking the hitstop (pausing when taking damage for emphasis), tweaking events that lock paddle movement, and other tricks of the trade to make it feel tighter.

Also coming up next are improvements to the settings menu. I cut several things on my todo list last time to get it out the door but there's several settings that never made it to the menu, settings there's already code in place for such as adjusting screenshake or background tint. There's many things code-wise to add yet too, mostly quality of life features but I would like to remove all barriers to people enjoying my game whenever I can.

And on the topic of menus I'll be working on implementing a level menu too for the next update. It may change over the course of development as is to be expected but I've come up with a good design I like that strikes a balance between elegant and functional. While there is only one zone so far (4 maps) having a menu to hop between ones you've already played would be good to get in early.

And finally I am working on the first boss fight too, I sure am excited to showcase this fight. I've had this one planned for years, even had a prototype years ago, so I'm really looking forward to this. I always design boss fights to be stories told through mechanics, a dance of death that uses motifs but never repeats a measure. In other words I hate bullet sponge bosses as much as you do, and they will not be in my game.

During the alpha stage of the game hearing feedback is vital and so greatly appreciated. Thank you to everyone who has or who will in the future. I know these are a lot of things to come for an update, some big stuff for sure but I hope to work in shorter waves to get out developer builds at a much quicker pacing. Right now it is a closed circle of people who have access to the dev builds but I'd be happy to set up an email list for those interested.


Cheers,

Leo LeBlanc



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