Swarm Sonata Update #2: New weapon, damage numbers, and more


New day, new weapon! The Ricochet!

The Ricochet does what the name says: it ricochets from screen edges. Powering up this weapon increases the time it takes to fade away and decreases the cooldown time, meaning you can have multiple ricochets around!

As you can see from the image above, I've also added damage numbers on hit. This means you can now know the actual damage of your weapon. This also gives more feedback on hit, as I have decreased the flashing lights on enemies because they gave me headache.

Magic wand got buffed a lot. It now becomes a minigun at level 20 (the maximum since the last update). Happy swarming.

Last, but not least, I changed the way enemies are spawned. I first had a 5 seconds timer triggering a spawning cicle, spawning 30 mobs at time. I changed it to be 1 second, 10 mobs at time. This means that enemy count has increased, but they come in more smoothly during the Nightmare.

Some tech notes

The ricochet is just a node with an Area2D attached to it. I check when the area leaves the player "fov" and invert the direction of the movement. I actually have 2 fovs for the player: the first is the "outer fov", meaning the screen, that I use for spawning and despawning enemies. The second is the "inner fov", that I use to keep track of things that are away from the player, but not enough to leave the screen.

Damage numbers are, well, labels. They are configured and spawned when a call to the "deal_damage_to_enemy" function is made. They get deleted after 1 second (when the animation ends). I am not sure this is a good way to handle this: fonts/texts are notorious for being slow rendered. Gotta think about it.

Files

game_dist_html.zip Play in browser
Feb 14, 2022

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