GunnSwitch is an open world 2D platformer/shooter with hand drawn and animated HD graphics. Featuring a Psytrance soundtrack, all the action will be accompanied by the best electronic tracks that will move you and with you. The game play features exploration in interesting and varied places that will take hours to find everything hidden within. Upgrade your character and tank with an arsenal of abilities and attacks to prepare for challenging platforming, puzzle solving, discovering secrets, fighting hordes of enemies and the long list of bosses to defeat.
Player Animation Update: After hours of eventing, inventing and testing I finally got all of the players animations working smoothly.
– Tap the shot button and the player will lift its gun then shoot and lower the gun quickly while continuing its animation when idling, running and jumping in all four shot directions. This was the hardest part of the process to get the timing just right!
– Tap the shot button faster and the player lifts and holds the gun maintaining a shoot animation while the tapping stays at that faster tap rate or even faster tapping. Tap the shot button slower or stop tapping the button and the gun is lowered. This works nicely while running, idling and jumping in all shot directions. Tapping the shot button speeds up your fire rate.
– Hold the shot button down and the player lifts and holds the gun maintaining a shoot animation while the shot button is being held down. Release the shot button and the player lowers its gun. This works nicely while running, idling and jumping in all shot directions as well. Holding the shot button gives you a steady rate of fire.
Been a busy start to the year with life stuff but we have managed to make progress and good strides so far. By the end of February we plan to have the cave stage 98% complete. Our to do list to reach that goal includes:
– Adding 3 layers with parallax in the background (We’ve tested this and it gives the area some nice depth), crystals to be added in the foreground that distort what ever is behind them with an effect.
– Optimizing and organizing the engine, events and and image sizes, physics use, particle counts, redundant actions, memory management etc..
– Refine enemy movements, actions and spawn points.
– Balance damage/health, difficulty, enemy spawns and attacks
– Small adjustments to lighting and scenery placement. Refine the particle effects and add new ones to replace placeholders. Small adjustments to the tanks colors and outline, add a decal to center of tank.
*****- Extra- ***** ( If time permits)
– Experiment with new lighting engine using normals and real light and shadows. (This is already looking awesome, transforms the look of the cave but we still have to test it when all layers and graphics are put in place.)
I believe we are on pace to reach these goals but always keeping in mind that the unexpected will arise from time to time and that there are new challenges to face after every solution. The indie gaming dev rabbit hole goes deep 😯
Hey, its been a long time since we rock and rolled. After 4 years off of developing my game due to personal health problems I am back at it.
Returning to a project after such a long time has been a challenge, especially working with a project where I had not put enough comments in the event sheet to explain what everything is doing. But after a little time with it I’ve gotten a grasp on things and added comments to everything. I’ve made some strides and have got past some obstacles I was having four years ago.
Since returning I’ve added a health and weapon upgrade system with matching UI. Created some new mechanics and squashed some old lingering bugs. I finished my first proper boss battle in the game with different phases, Boss Health Bar UI.
Not bad for my first month back but there’s still so much to do.
As a two person team my brother does the art and helps with design ideas, I do everything else. My style of development is a bit all over the place. Every time I go in with a plan I’ll do some of it but then end up being pulled into working on other things I notice when working on said plan.
As an indie dev wearing so many hats, being all over the place is kind of what we do anyways. Still though, I’m trying to be more organized in my plans of attack and get those missions done before going at something else.
Anyways, we will be updating this dev blog at least once a week with some of the progress we have made and share our challenges and triumphs.
Good luck to everyone There’s some great stuff being worked on here Cheers
Here are some screenshots of the latest build. (Screenshots are a bit big. Hold mouse click on them to see the full screenshot.)
Part One:
First is a scene where you meet a rebel force, foes or friends?
This is just a scene of the first area in the game code named “Rebel Island”.
A scene of the second action stage. The Red Jet spawns attack drones that scale to the foreground dropping bombs and also shoot at you. You can get some good air when jumping at the peak of the hill sides kind of like skateboarding up a half pipe.
Last is a tank mini boss, that has this charge attack that you dodge by grapple jumping over the tank shots.
Here the Red Jet chases you, launching missiles into the foreground leading up to the boss encounter.
Red Jets green orb turrets firing.
In the background the Red Jets turret orbs are destroyed and now its launching more missiles. The explosion smoke forms into a skull like Dr.Wily in the mega man series.
Here is a little thing Ive been working on. This animated gif shows some cave exploration. Cant bring your tank with you down this hole.
Jump down with Gunn and the camera pans up and zooms out smoothly as you free fall down this dark passage, allowing you to see whats coming below. Youll need it as there are deadly spikes to dodge.