Guess what time it is!! That's right, it's time for my YEARLY UPDATE!!!
Here we are on year 4? of off and on working on Interstellar Slipstream. I've been making some GOOD progress the past few months. Code-wise, I'm now actually working on getting enemy AI functional. I've got some basic L/R/U/D movements, an enemy that spawns other enemies, those enemies move out of the spawner until they match the player's height, then they move left. I have turrets that aim and shoot at the player, and a few others at the moment. I put this off for so long because I couldn't think of how to combat the 8 AI Behavior limit. Finally it hit me to have 1 behavior script that bank switches to the appropriate AI script based on the MonsterBit assigned to the monster. So suddenly I'm going from 8 behaviors to as many as I want, space in the static bank permitting. It may not be the most elegant solution, but it works, and that's all I could as for at the moment!
I've changed up the Background tiles of the tutorial level for about the 5th or 6th time, but I think this time I've got it where I want it, so I'd say it's about 99% final. The blue grid in the background is animated and looks like it's rotating around the room, like you're inside a digital tube of some kind. I think it helps give the room some depth and isn't as crowded or flat as it used to be. You can see the pink targets in there, which are all background tiles, so I can have as many of them as I want with almost no slowdown! The ONLY issue I have with them is that I haven't found a way to change the palette color for that particular tile after destruction. If you have suggestions on that, please let me know.
I've added another level concept which is set on a stormy water planet. I really played with parallax scrolling and timing lightning strikes on this one. It looks technically impressive in motion (to me anyway), but in reality it's fairly simple bank switching animation and a lot of math getting things to line up correctly. I have also added a drop shadow to help your sense of space.
And my favorite part, when you get to the bottom few rows, you actually skim the water with some added graphics to the ship! Also, I guess I should mention that the ship got a redesign a few months ago. After that I got around to making angled views of the ship, so when you move up or down, it doesn't look as awkward.
And while I'm sure there was other stuff I've done since the last update, I'll leave you with some new enemy sprites I've put together.
I'm really hoping to push the remainder of this week and have enough for a playable demo to upload to the retroverse for at least just one level, but we see how that's gone in the past lol.