First Development Push


Greetings!

So it has been a week since our first play test. I'd like to thank everyone who participated in it, and gave me valuable feedback afterwards. All of your feedback is being looked at and I will try to satisfy all :)

What Has Been Done This Week?

After the playtest I jumped right back into development to start implementing the mechanics and features I still had planned. So far I've been able to keep up with the schedule, altho some mechanics/features had to be delayed due to higher priority on other things.

Black Hole

As a requested feature by OntleyBot, I have added a cool actor called the Black Hole, this badboy is very dangerous and should probably be avoid at all cost! Or, used to your advantage! Thats's right, this same dangerous black hole  can be used to finish your level better. This Black Hole will suck you in when you enter its orbit, if you enter its core you will die, but if you can time your shot correctly, you can use the Black Hole to bend your path into your destination!



Dying Light

A dying light is like any other normal light, but with the difference in it being completely unstable. This means that the light will start losing power the longer you stay on it, forcing you to think fast. However, this light is not counted towards your  end score. So you don't need to time it to the point of maxing it out each time, to max your scores, cus that would be OP. Unfortunately I don't have this one ready for a demonstration yet, and it steel kinda needs some testing and tweaking.

Progression System

As of planned for a long time, you might have seen the "Costumize" buttton in the Main Menu, a progression system had been planned. This would allow you to unlock more levels, and customizations to customize your playing experience to your liking. A progression system using the stars you earn in each level is now fully functional, along with a notification system that notifies you whenever you unlock something new.



Hint System

As requested by OntleyBot again, a Hint System that would allow players to ask for a single hint if they get stuck. Off course to make sure this can't be abused, not all levels will have this, and the ones that do will be limitted to 1-3 depending on the complexity of the level. This system is not yet finished to demonstrate.

Shoot Mode  Rework

A problem that kept me from making new actors, was the way Shoot Mode worked. So I decided to completely reowrk it. Another reason for this was how bad it worked at some times and the fact that it was still using old code from the very early dark days of development, that never got updated. Now rather than precalculating the position the particle will end up, it uses a vector pointing towards the direction it will travel, with a length of how fast it will travel. This same vector is used to calcualte how far the particle has traveled so far, and is also scaled towards the framerate to make sure it travels at the same speeds on all different monitors/PC's.


Next Week

For next week, I am planning on getting all the content into the game, which is mainly all the levels. For customization items those will probably have to wait a bit longer. Also you can expect a new playable version of Vector Light somewhere after next week. This will be our pre-release version V0.2 and after that each week there will be a new update. This will continue towards the full release of Vector Light, the 1.0 version, where all the features, mechanics and content, will be present in the game, and should be as stable as possible!

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