Devlog: Progress on Power-Ups, Enemy Behavior, and Player Controls
Bubble Bubble Bubble Bubble Pop! » Devlog
What I Finished:
- Power-ups:
I added two new power-ups:
- Heal 1 Life Power-Up: When collected, the player gains one extra life.
- Deal 1 Life Power-Up: This one deals damage to the player, reducing their health by one.
Additionally, I introduced a God Mode cheat (activated by pressing "G") and a "Heal 1 Life" cheat (activated by pressing "H"). These will help with debugging and playtesting by allowing me to quickly restore health or enable invincibility.
- Enemies Behavior:
I've implemented basic enemy movement and spawns:
- Movement: The standard enemies now move along the -X axis, constantly advancing towards the player.
- Random Spawn: Enemies now spawn randomly within the bounds of the
boxCollision
, allowing for more dynamic encounters. - Enemy Auto-Destruction: Enemies are set to auto-die once they pass a specific point on the map (for now, just for debugging purposes). The plan is for this to trigger them to move towards the player and initiate an attack.
- EnemySpawner Updates:
The
EnemySpawner
now ensures enemies spawn at random positions within the box collider, and I updated the testing map to reflect these changes. - UI Updates: The Player HUD has been updated to display the current power-ups and life count, helping to provide more useful feedback during gameplay.
- Background Music: Updated the background music to fit the game’s pacing and ambiance.
What’s Coming Up:
- Wave System: I'm planning to implement a wave system, where the game spawns waves of enemies—hundreds of them! The enemies will vary in size, and as they advance, they’ll eventually move towards the player and attack.
- Power-Ups for Player Growth: I want to introduce power-ups that can spawn additional player units, increasing the number of shots that can be fired at once. This will add a lot of fun strategy as players can overwhelm enemies with more firepower.
- Barrier and Enemy Behavior Adjustments: As mentioned, the barrier that destroys enemies once they pass will eventually trigger the enemies to move towards the player. This will be a key mechanic to make the game more challenging and engaging, as enemies won’t just be static targets—they’ll actively hunt down the player.
Looking Ahead:
I’m excited to dive into the wave system and work on making the game feel more dynamic and challenging. The mechanics around spawning enemies, power-ups, and health adjustments are coming together well, and I look forward to fine-tuning them. Once we have the wave and enemy behaviors fully functional, I think the gameplay will really start to shine.
Get Bubble Bubble Bubble Bubble Pop!
Bubble Bubble Bubble Bubble Pop!
Status | In development |
Author | 2411EvoVerseGames |
Genre | Shooter |
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