![]() It’s been a while since the last post, and a lot of things have been added and tweaked. The most optimal way to play should also be the most fun. If the way to do that is to dodge a lot, players will do it, despite how silly it would be. In this kind of game players will surely be searching for the fastest way to get around. ![]() I also made sure that repeatedly dodging in a straight line is assuredly not faster than just running. Invincibility frames do not last for the entire move, and there’s a brief period at the end where Oracle can barely move. The move is still sensibly balanced however, just without taking control away from the player. Nothing feels worse than pressing a button but the player character doesn’t respond. While this meter is common in games for mechanics like this, I have a personal hatred for when actions that feel like a natural extension of the player character are arbitrarily limited. Notably absent is any kind of “stamina meter” that’s drained by the Spin Dodge. Rooms should be interesting to traverse no matter what abilities the player has at the time. Early areas may be accessed before acquiring this ability, but that doesn’t mean the player won’t return to those areas after getting it. This was done so levels could be built with the spin dodge’s added mobility in mind. While the introduction of the spin dodge was just created recently, the maneuver itself was actually implemented very early on in development. Only one can be done in mid-air before touching the ground however, can’t just go flying anywhere. The dodge doubles as a mobility upgrade, as dodging upwards allows Oracle to reach heights she couldn’t get by jumping. It has obvious use in combat as a defensive move as well. The dodge contains a reasonable amount of invincibility frames that can be used to cross obstacles without taking damage. Once unlocked with a decryptor, the Spin Dodge allows Oracle to dodge in one of 8 directions. Introducing a new mechanic: the Spin Dodge. But I’m confident it’s going to appeal to at least a few players out there, which is pretty satisfying in its own way. VSR certainly isn’t going to set the world on fire. I’m open to releasing on other platforms as well. ![]() It will be a paid release, on Itch.io and Gamejolt for sure. Currently the game is about 70% complete, and I’m aiming (hoping) for a release sometime early 2019. This means that while I’m dedicated to finishing VSR, it will continue to be the hobbyist spare-time project it’s always been and be developed at a comparatively slow pace.Īs such it’s hard to estimate when VSR will be done. I’ve learned a lot, most of all that I still have a long way to go until I’d be able to make a living working on my own original projects full-time. Over the past year I’ve met some awesome people, made friends with fellow devs, and got a new job at a small game development company. I also showcased the game Unity Developer Day NYC, a conference tour focused on local Unity developers. I don’t want to show too much though, gotta leave some surprises in the game right? Here are some screenshots showing new areas, enemies and abilities. Updates are very important and are part of the responsibility of a serious game developer, and I’ll strive to do better in the future. I don’t have any excuse for the lack of updates, and I apologize. ![]() Rest assured I have steadily been working on the game and will continue to do so until it’s complete. I was actually kind of surprised people were still following it, that’s pretty awesome. Recently a few people have asked me if Vision Soft Reset was still in development, despite the lack of updates on the game.
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