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Dashing & Shields

Dashing improvements


Wow, what a difference. One of the things that was high on our to-do list was making it able to dash through certain enemies, instead of just pushing them along with the player. Looking at the little snippet of gameplay now, I feel like our game’s speed has nearly doubled since this allows you to dash straight through enemies and do more complex/fancy maneuvers. The animation is still a bit off, but it already feels a lot more satisfying and aligned with the game’s vision at least.

Shields up

We already had the UI for it, but never ended up actually implementing it. Now our player has 2 bars, one for health, and one for shield. The shield one is supposed to be lower in value, but replenish more often, and can be tied into bonus effects (e.g. deal more damage if no shield). We’ve also added the option for enemies to get shields as well, which will be useful for higher-tier enemies, that can perhaps regen their shields if not attacked for a certain period.

What’s next
The team is churning out some good content, no need to change course, just keep doing what you’re great at!

"The game designer isn't the artist; the programmer isn't the artist. The team is the artist." – John Romero

Marnix Wyns

Producer & Creative Director @ BiteMe Games

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