For the past two or so weeks, progress on Laser Bash has been really slow, and that’s been pretty frustrating. It’s mainly due to work and life commitments stacking up in a way that leaves me with very little time to work on the game, but it’s also due to me being at a point at which some important decisions have to be made on what direction I want the game to go in before I go any further.
This evening I finally got around to redo the way movement input is handled in the game. By this I mean the way the game interprets the information it receives from a gamepad analog stick. The current implementation works, but it could be better.
Today I’ve been trying to work around a problem I’ve been having with Unreal Engine. It’s surely just down to my lack of experience, but I’ve been having a hard time figuring out how to have the game recognise which players attached to which controllers want to start a game.
Today I started building a new level for the game so I could ditch the old placeholder level from the previous screenshots. I want the final game to have several different arenas, with different level themes. And although theming isn’t really a high priority at the moment, I’d like to be able to have at least one presentable looking level that represents the visual style of the finished game. I also think a nice looking level will make the game feel less like a prototype as I work on it and show various people.
My new project is a local multiplayer game for PC. It’s in a very basic state at the moment, but after some playtesting of a quick prototype, I decided it’s something I want to put more time into.
I’m aiming for the game to be a couch multiplayer game in the style of Nidhogg, Towerfall or the Sportsfriends games, something that’s easy to pick up and play, but has some depth to it.