Coming back from my last vacation for the month, I crammed a lot of work into the last two days of the competition (the 30th and 31st). Below is a short list of things that got done:
- Created a bad, but topical, main menu screen.
- Created new enemies: Squid and Miniboss Squid
- My roommate added behavior for the BallRusher enemy and I ended up tweaking it a bit
- I also leveraged existing logic into getting the Squid and Miniboss Squid some AI patterns. They aren't great, but they'll do.
- Added more enemy placement throughout the level
- Wrote entirely new logic for Squid enemies, the miniboss can deal with having the old logic.
- Fixed some miscellaneous bugs relating to animation and enemies facing the right direction.
- Added some music that I got from www.freemusicarchive.org
- Added support for respawn points.
- About an hour and a half before the deadline, I started adding the boss battle for our only level.
- My roommate added a credits screen.
- I added a fireball sprite for the boss
- Added the music attributions to the credit screen
- Slapped together the entry form for our game and submitted it with about ten minutes to spare.
- Submitted a patch the next morning because it turns out in my exhausted rush to get this done, I fucked up something simple with the respawn support, so you could crash the game by dying in the first 5 screens.
So the game is in a good state now, but I'm totally wiped out from the constant "go go go" of the contest, so I'm relaxing a bit for a few days and prototyping a different game before I continue work on Balzac. What will likely happen is this coming week I'll spend my time polishing and fixing bugs that I saw but didn't have time to deal with in July and then I'll release the first level as a sort of demo for the game. Hopefully that will make up for the lack of screenshots this week.