Things got out of hand last year with this project. It’s taken a while to pinpoint various issues but I’m happy to continue development now. Having simplified the design and removed some features that greatly increased the complexity, it should be relatively straight forward from now on (ha!).
Most of the graphic assets are already done so the bulk of the work will be designing enemy and bullet patterns and bosses. There is currently no ‘gimmick’ mechanic to speak of though I kinda want one. Something else interesting to do rather than blasting relentlessly. I’ve already implemented power-ups, add-ons and bombs but these are standard shmup stuff.
It’s similar to regular bullets, just lots of them strung together and locked to the x-axis of the player to stop it ‘bending’ when the player moves. Each section has lots of random electric arc type particles and a blue glow underneath.
I originally made the laser as one piece and scaled it from the player ship end when it collided with something but the particles don’t scale in that way so I switched to the above method instead. It works well enough for this application but would not allow for firing diagonally for instance.
Getting ready to prepare the second Steam demo of Tameshi. The first level is mostly complete and ready for final tests and tweaks. I don’t expect any major changes to the game mechanics from this point on.
The level scripting system has recently been redesigned to allow more flexibility. The game had felt like a parade of different enemy types one after another. Now, different enemies can be mixed together to create more interest and challenge.
Oh no. I know of other Defold games running on the SteamDeck. @Alex_8BitSkull didn’t you have an issue with SteamDeck too where you accidentally used the wrong build or something like that?
Yes, the fix was to enable the “Use a specific compatibility tool” checkbox in the game properties and then uncheck it to get Steam to install the Linux version.