Devlog #3: Victory and defeat conditions


The word of the developers:

We have continued to advance in the development of our game, and we have several news regarding this. It is important to note that we are getting closer to finishing the first level, and we are fine-tuning many details so that the game interface is the most suitable for the public.

Remembering:

Regarding the previous update, let's remember that we had made the enemies able to rotate so that the game is not so easy, in addition to adding a death animation for the enemies. But the most important change was in the music interface (Rithym UI), where we added markers that changed depending on whether the player eliminated an enemy and if they got the musical notes right.

The new:

Regarding what we've added this week, we're happy to announce that we've implemented a score track that varies based on how many musical notes are hit and how many enemies are killed. This is an image of that:

As you can see, now between the two meters you can see how there is a score marker, which is very useful to define the victory and defeat condition.

On the other hand, we now have enemies automatically generated in the game, so that the player can make the highest score possible since enemies can regenerate. Therefore, what was done was to make different types of organization for the spawning of enemies, and some examples of this can be seen in the following images:


As you can see, the way the enemies appear is different, and this is totally random, thus making the game much less monotonous.

Finally, we made the pause menu more complete for those who do more functions, of course it must be done with more details, but now we care about functionality.

What is left for us to do?

We know that the game is getting closer and closer to what we want, however we still have many things to do, for example: a general menu where the player can press "start" or see a tutorial. In addition, we want to make more levels and with other types of difficulty, for example, making enemies able to shoot at our character and cause damage to us.

We will be attentive to your reviews, both good and bad, and we look forward to your comments to continue improving and working on our game.

Get GraBEATy

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