Adding Oomph to Everything


Devlog 2: Adding Oomph to Everything

Welcome! Last night I made some changes to add "oomph" to the game. As you can see in the GIFs above. The first image shows my first alpha build I released, and the second shows the current build as of posting this devlog.

With indie action games, oomph is a HUGE part of the feel of the game. When I think of these games, I always think of Vlambeer. Animation, sound, music, (and don't forget screenshake) are all things that make a Vlambeer game feel special. I have always been inspired by their games, mainly with their use of screenshake. Their approach to shotguns, chain guns, and the like always feels so MEATY! It's wonderful.

However, when the player throws a disc in my game Disc Fortress, screenshake would feel out of place. There isn't any need to simulate the recoil of a gun. In it's place, I added a slight charge-time to the throw to give the player a feeling of anticipation. I also increased the throw speed slightly to match the new animations.

On the zombies' animation, I knew it needed to be shambly. They're dead, you know? I added a slight delay or acceleration to the animation by just a tiny amount at random. This gives them the illusion of having different walking speeds without actually affecting the gameplay.

I'll be away for a few days, so will hopefully start up again on Monday with new content. And maybe a Twitch livestream, too!

Thanks for stopping by! :)

Files

Disc Fortress v0.2.zip Play in browser
Oct 24, 2020

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