Wednesday, August 21, 2013

8-21-13 - Multi-Directional Control and Different Types of Firebreath

I've just finished applying the mechanics for multi-directional aiming, no longer will you be limited to the default left/right fire scheme of old.

I've borrowed this new system from the Metroid series (Super Metroid and the two GBA Metroid games) where you press and hold the left shoulder button to aim diagonal (up and down and in the direction that your looking) or aim directly up while standing still. This should make killing certain enemies or destroying certain objects from a certain angle much easier.

The aiming system does kind of vary depending on what the situation is:

When crouching:
- if left shoulder is being pressed and according to the direction the player sprite is facing you automatically aim at  diagonal up direction (when facing left you face upLeft ; when facing right you face upRight)
- when the left shoulder button is not being pressed you default to left and right directions.

When climbing a grate or a ladder:
 - if left shoulder is being pressed, climbing is halted and the player engages in aiming mode enabling you to aim before firing. In this mode you are able to aim in six different directions: (left, right, Diagnal:(up-Left, down-Left, up-Right, down-Right))
 - if the left shoulder button is not being pressed, directions are defaulted to left and right only. And also you cant shoot while in the process of climbing

When climbing/sliding on walls or hanging on ledges:
- depending on which way the wall is facing (left or right) the player would be limited to 3 different aiming angles. Example: if the wall is facing right then you'd be limited to aiming left or when the left shoulder button is being pressed, you may select left or diagonal(upLeft, downLeft). If the wall was facing right, it would be the same, only with it being in the 'right' direction

When moving across monkey bars:
- while not pressing the left shoulder button, the directions default to standard left and right
- while pressing the left shoulder button and depending on the direction the sprite is facing you automatically aim at a diagonal down direction (if facing left, you face downLeft ; If facing right you face downRight)

When swimming in water or in lava:
 - When the left shoulder button is pressed you will be able to aim diagonal (upLeft, downLeft, upRight, downRight)
- when the left shoulder button is not being pressed then you default to left and right directions


I'm still in the process of applying fire breath to this new aiming system. And since I'm in the process of doing that, I've taken the opportunity to work on different types of fire breath (Spike will learn new fire breathing techniques throughout the game. You will have five different types of fire powers to collect which would come in the form of a magic scroll (or Fire Scolls as I call them) or in the final weapons's case, an actual sword) Here's what I have in mind so far... (keep in mind, I'm still brainstorming on these and nothing is yet final. Feel free to give me your input on these.)

Fire Breath [default]
This is the fire power that you start the game out with. And its Spike's average green fire breath which acts as a standard weapon in the game. Also it would be used to light torches in dark rooms and destroy item blocks.

Ice Breath
With this fire power you would be able to turn certain enemies or objects into ice cubes which you then could use them as platforms or carry them around the current map area and place them wherever convenience. Ice breath would also be used as a weapon that would instantly kill certain fire based enemies (they wont become ice-cubes, but rather just explode upon impact). Ice breath does require the use of your magic meter though, so use sparingly.

Magic Breath
Magic breath does twice the damage on enemies as your standard fire breath. It also travels farther (as far as the edge of the screen) and it can destroy certain 'magic' blocks. Also, like fire breath it can be used to light lanterns in dark areas but with an added bonus: in some rooms, hidden 'ghost' platforms are revealed when lanterns are lit with the magic flame. And when this fire collides with a wall or other types of obstacles, it splits into four smaller projectiles and fly out in four seperate ways. But like the ice breath, magic flame also requires the use of your magic meter. Again, use this sparingly!

Spark Breath
This is a more electrified version of fire breath. That being said, this fire power can be used to stun certain enemies, or turn on power to certain electric powered devices in the game. This fire power also uses the magic meter... And I'm still thinking of other uses for this power, if you have any suggestions, let me know :)

The Dragon Blade
I've mentioned this final weapon in other blog posts before (specifically the mini-game posts from several months back) and I've been brain storming on how such a weapon could be used. I rather liked the sword weapon in Cave story, and I also liked how in most Zelda games, you throw a magical mimic of the master sword while at full health. So I've decided to use the dragon blade accordingly... This is the most powerful fire power in the game, in that it literally makes the other fire powers a bit useless. It does not require the use of the magic meter, and it does four times the damage as the standard fire breath. When equipped, it still takes the form of a sort of fire breath, but with a mimic image of a dagger within the flames (the way I visualize this, it looks kinda cool, so trust me on this...) This weapon will not be showing up in demo 5 however. It is strictly reserved for the final game. It still deserves a mention here though. :P


That's all I have for now. I'll keep updating as things progress! Also, I'm still looking for more volunteer testers. It wont be long for the first engine test release, so sign up while you still have a chance!

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