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"Lumo Journal: Week 32"

Posted: 18 December, 2023

Lumo Journal

18.12.2023

More work on the audio side: Added player shot and impact FX, engine audio for the enemies, and low pass filtered the explosion effects, which made a world of difference.

Spent the rest of the day placing splines. I’ve made it so there’s always a ship moving in the background, which looks cool!

19.12.2023

Got the overall ship damage tied in with the destructible items, created a HUD with a progress bar, and wrote a new type of wave spawner, with a trigger area: the player flies into the trigger, the spawner fires out some enemies.

Tech-wise, everything’s basically in place. I’ve spent a few hours adding splines, and tweaking wave numbers / health values of All The Things. The flying and blowing-shit-up vibe is pretty solid, but there’s no real risk to the player in its current form… intentionally. I’ve not decided if I want the player to mop this up for lols, or if I should add a few turrets that’ll fire at them / potentially kill them. I’ll decide over Xmas.

Speaking of which…

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