I’ve got some pretty interesting updates and changes coming up. Changed some gameplay mechanics, which I believe will suit the progression of the game as well as fixed some animation issues I had before.
1. Added in a dialogue function
This is pretty interesting for me, as I’ve intended WillOWisp to be a bullethell platformer with a story. So the way dialog should appear in the game is crucial. I didn’t want it to be so much as interactive like an RPG, but something more light hearted. And the bullet hell gameplay should still be the main focus. Dialogues, or story scenes will appear at the end of stages, before it leads to the next stage. I figured this would give players more storyline than a platformer like say Sonic the hedgehog, but less than an RPG. The font selection also gives an old school Zelda like feel to it, which I have to say I like a lot.
2. Rewind Animations
So one of the core mechanic of the game is that when you get hit, you don’t take damage, but rewind in time. I’ve had some animation issues with this before, thus not showing any of this mechanic. But I’ve since fixed it and I think it works great now. Awesome. But it might be a little too harsh if it brings you back all the way when you fail to dodge the enemies. I will probably tweak this.
3. Changed perspective & fireball
So this is the exciting part for me. I was considering the gameplay of a bullethell platformer, and did a little research here and there after getting feedbacks from a few people. And decided that the initial way, of firing without direction would have to change. Now, it is aim and fire. I find this to be more satisfying and also in a concept point of view, has much more potential for experimental skill gameplay. I’ve also pulled the camera out slightly, so the player can see more. Before the orbs might feel a little random, and sudden.
What’s next?
Boss Battles.