DEVLOG 4!
Level prototype pending + alpha approaching
Welcome to a (slightly late) weekly devlog for TRICKFOOLERY! After hammering out our design decisions and core gameplay, we’re entering the real grind period to get this game together.
One big change is that we’ve decided to change our gameplay loop from defeating all enemies to filling up a “hype meter.” This removes the issue of if only one enemy were to remain, removes the need for environmental traps (for now), and feeds more into the campy gladiator-esque framing of the plot.
We’ve hammered down what we want for the combat UI to be as simple as possible, given the chaotic nature of the game, while still incorporating the sports jumbotron that we love. After a guest lecture on game juice, we’re excited to bring in effects to make alien attacks punchy and satisfying, such as freeze frames and hitstun.
The art team is hard at work putting together models and shaders to bring the alien world to life, as shown below.
Enemy model by Alfonso
Turnarounds by Avy
Shader test by Lukey
We’ve also added in a rudimentary dialogue system so that the commentator can speak to the player and give a voice to Tom’s alien captors. Over the next few days we’ll mesh everything into a level prototype and, soon after, an alpha build of the game. Stay tuned!
Get TRICKFOOLERY!
TRICKFOOLERY!
A fighting game where you can’t fight… but you CAN make your enemies do the dirty work for you!
Status | In development |
Author | snakeoverhead |
Genre | Action, Rhythm |
Tags | Difficult, dodge, Fast-Paced, Retro, Singleplayer |
More posts
- DEVLOG 7!Apr 11, 2023
- Beta Presentation Update (Devlog #6)Mar 22, 2023
- The ALPHA Devlog 😈 (5)Mar 02, 2023
- DEVLOG 3!Feb 11, 2023
- Dev Log 2 (Proof of Concept)Feb 04, 2023
- Devlog 1 🦀Jan 27, 2023
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