v0.4.6: I Have Added A Sword


Game's Got A Sword In It

I added a sword to the game as a playable weapon. I wanted to provide a melee option and I learned a lot doing this. The sword was generated by https://snoopethduckduck.itch.io/sword-maker. Really cool!

The sword is a basic PNG sprite, so I needed to learn how to "animate" it on my own using an AnimationPlayer. I think it looks ok!

Some stats:

  1. The sword is really big. I think this is funny, but it's also a balance thing. Bigger sword hits more stuff.
  2. You can swing your sword once per second and you have to click for each swing. Holding the button does not auto-swing. Fire Rate upgrades work as you'd think. (This is how the Rail Gun works.)
  3. Swinging the sword takes 0.5 seconds.
  4. Hitting an enemy with the sword deals 100 damage, which will clear every enemy for a while.
    1.  The sword will cleave multiple enemies.
    2. Lifesteal works the same as with projectiles. If this weapon ends up being a lot worse than the others, I will likely buff it by adding some sort of baseline heal upon hitting an enemy.
    3. This does not yet have a sound attached. I want something satisfying and weighty.
  5. If you swing your sword and hit a projectile, you will reflect that projectile and send it back at the enemies.
    1. I have to work on this a little bit, since I am still not entirely sure the bounce is behaving the way I want it to. I'll spare you the details, it's vector math. Boring.
    2. Right now the projectile damage is increased by a factor of 10 when you fire it back. I have to consider how to make this scale alongside the base damage (which increases with upgrades as you'd expect).
    3. This makes the classic "PING!" sound we know and love, which is the sound I use for critical hits too. I will be changing the critical hit sound soon to reduce confusion.

Thanks. Game's got a sword in it now.

Files

bb.zip Play in browser
Aug 19, 2024