Monday, 23 January 2012

Working on pickups

Aside from trying to squash a bug with the new 'hunter' enemy type, we're currently working on some pick up designs. Earlier in development we had wanted to implement a smart bomb which would affect all enemies on screen. We're still investigating how this could work on the Spectrum ( as ideally we'd like each character to 'wiggle' when the bomb is set off ) but trying to come up with a method of moving all the enemies has proven a bit problematic.

If we move them on screen then there's a chance they'll overlap some of the background graphics and so over-write what was there. We're thinking about some ideas of swapping to a smaller 'stunned' graphic ( similar to the glooped animation ) so we'll see how that goes.

Next up we have a stop watch - this will pause all enemies on screen for a few seconds ( and stop the timer from ticking down ). This should help give the players enough time to get through a screen :-) One thing we're not sure on is whether enemies should still be deadly to touch when they are stunned?

The other pickup is a weapon upgrade. The regular shot will have a much smaller range in Gloop Troops 2 than it did in the original game. This means you won't be able to find a safe spot on screen and hide from enemies!

Still lots to do! Hopefully some more screens will be uploaded soon :-)

Monday, 16 January 2012

Gloop Troops 2 - Loading Screen


I thought it was time I uploaded some more artwork for GT2.
I`ve started the new year with the loading screen artwork.
It took, on and off, three days to complete.

Wednesday, 11 January 2012

Saturday, 7 January 2012

Tuesday, 3 January 2012

Happy New Year!

Happy new year all! We've been working away on Gloop Troops 2 the last few months ( with a bit of a break for some festive fun ) and are hoping to not be too far off from releasing the game. Gloop Troops 2 has now been in development for quite a while! We never anticipated the game would have taken this long, but we've all been busy at one time or another, and re-writing the game to take full advantage of the 128k Spectrum has been quite a challenge.

State of play:

We have the main game structure for Gloop Troops 2 in place. You can start a new game, view the opening cinematic, then move around the world map to pick a level. Once you've chosen a level you'll be whisked off to that level to try and collect all the ingredients for Princess Amelia's cure. Once you've beaten all the levels in a world you'll unlock a boss level. Only after finishing the boss level will you be transported to the next world. Between worlds you'll have additional cinematic screens with a final cinematic when you finish the game!


To do:


- More enemy types! We have a few more enemy behaviours to go in.


- New feature!  We have an unannounced feature to go into the game. It shouldn't take very long to do and will add a lot to the level design.


- Keyboard support.


- Support for better sprite masking.


- Refine levels, pick the best ones and make them final.


- Music! There will be many more tracks of music in Gloop Troops 2 compared to Crimbo.