Devlog: Progress on Power-Ups, Enemy Behavior, and Player Controls


What I Finished:

  • Power-ups: I added two new power-ups:
    1. Heal 1 Life Power-Up: When collected, the player gains one extra life.
    2. 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:
    1. Movement: The standard enemies now move along the -X axis, constantly advancing towards the player.
    2. Random Spawn: Enemies now spawn randomly within the bounds of the boxCollision, allowing for more dynamic encounters.
    3. 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:

  1. 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.
  2. 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.
  3. 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.

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