BlasterMax is almost complete!
All of the levels, enemies and bosses are in place, and the only thing that needs to be done is some play testing to find out where I need to tweak the difficulty curve and if any sneaky bugs have escaped my notice.
I've added gamepad controls to the game. Instead of adding an options menu, I decided to have the game ask the player if they have a gamepad at the start and if they would like to run the game in full screen or windowed.
I've put the ground levels in starting at level 5. These add a new gun enemy that tracks the players position and fires a bullet. This is one of the things that might require a bit of fixing when I start play testing next week.
To give the game a sort of coin-op arcade feel, I've added in a coin pick-up that spawns randomly. The player collects the coin and it adds 1 extra turn to the game, allowing the player to continue from the start of the last level they died on with full lives and their current score. It's meant to be similar to the player putting another coin in the slot to get an extra go in the arcades.
The game now has some scenario text that appears on the title screen after around 30 seconds, and it has a scorecard that displays the enemies and all of the points you get for destroying them. The game also has an end game screen that is displayed if the player makes it to the last level and defeats the final boss.
Okay, that's it for this week, I'll leave you with the dev vlog.