The first boss is small and relatively easy to defeat. The ones further in the game will be larger and trickier. Also, bosses will be chosen randomly so you wouldn’t know which one you’ll encounter on a particular play-through. I’m considering adding procedurally generated enemies next. But for now I’ll switch to working on Arcane [...]
Tag Archives: voxels
Well, it took much longer than I expected, mostly due to real-life issues. The main features for this release are bonuses (health and upgrade points), explosive barrels and new rooms which make levels more varied. I wanted to add more enemies, but I found the collision system to be quite buggy, especially in object-to-object collisions. [...]
New version is released, featuring generated levels and new graphics: New demo can be downloaded too. Tiles were exported from Sproxel development version by my Python plug-in. I’m going to make a tech demo of Arcane Worlds now, so you can download it and test how it runs on your hardware. Non-interactive probably.
I’ve been working mostly on Sproxel this week. Changes so far: Python bindings for Sproxel palettes, layers and sprites. New project format that can store multiple sprites and palettes. Palette widget and improved color editing. Creating and editing 8-bit indexed (256 color) sprites. Still to go: Reworking undo/redo system to support multiple sprites and palette [...]
I’ve finished LEVEL UP! prototype, and made a demo you can download. Here’s a video: Also, you can buy LEVEL UP! now for just $5 and get free updates up to the release version. I’m now improving Sproxel so I can make all those numerous voxel blocks for LEVEL UP! levels, and more enemies too.
Finally, some enemies to kill and be killed by Also, a lot of “invisible” code improvements. Things I still need to do before I can release first pre-alpha demo: “LEVEL UP!” elevator effect. Some UI to select upgrades between levels. Some level design. Technical improvements – all voxels are rendered dynamically now, which is very [...]
Finally, character control and voxel destruction are implemented! Next: some enemies to blast holes in.
LEVEL UP! is a crazy mix of side-scrolling platformer/shooter and some role-playing elements. I’m going with “new retro” style for it, for several reasons. So, I decided to try voxels (3D pixels), and it turned out quite well. Special thanks to Sproxel – it’s in early development, but already very useful. Coming soon: character control [...]