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Barrel Roll Bullet

  • 3 Devlogs
  • 6 Total hours

Barrel Roll Bullet - Shoot, soar and spin in this chaotic precise platformer where movement is controlled through gun recoil.

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2h 1m 34s logged

Dev log #3

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Today I got a bit sidetracked and decided to move all of my code within a sprite class to reduce clutter. As a newbie, this was my greatest challenge (besides my arch enemy recoil physics).

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This process was tedious and caused my entire code to break completely on multiple occasions. But the risk and complication was worth the reward. I reduced my codes line count by 15.

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Due to the length of this process, very little was added. However, I did manage to add a aiming reticle for your first initial shot of the gun.

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As seen in the images below, this feature came with its own plethora of annoyances. Annoyances such as multiplying rapidly and staying fixed on the gun trigger rather than the barrel.

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I also created a new gun sprite that now faced the mouse correctly.
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In the next dev log, I hope I come bearing more features.
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I plan to add:
.Basic bullet firing
.Dotted aiming line instead of solid
.Player start game (in which gravity will be applied)
.NOT recoil, sadly that will have to wait

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Went back to my roots today and used my beginner tutorial to help me learn how to apply the sprite class, video linked here: https://youtu.be/AY9MnQ4x3zk?si=9UtUnmyWYpsHZ6d5

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While the sprite class has acted as a roadblock to speed of development, I believe that by the next devlog, my progress will be sure to amaze (I say with confidence 🤞)

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2h 2m 54s logged

Dev Log #2 – Start and Turn

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Now with the basics ingrained in my head, my game is beginning to take shape. While I wasn’t able to add the recoil mechanics I had hoped for, I was able to:
.Create a functioning start screen.
.Make my player sprite follow the mouse direction.
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Today I used a different tutorial to assist me, linked here: https://youtu.be/WnIycS9Gf_c?si=UhNQQ8ekJLdPhRZO
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While these are small achievements, they will help build a much greater finished product. Thanks to implementing these new features, I now understand the importance of game states and how to apply them, as well as how to track mouse movement and mouse input.
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The reason I implemented sprite rotation based on mouse direction was to allow the player to aim their initial shot and determine their trajectory.
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Later, the player will have to use well-timed shots to control their direction rather than relying on this simpler aiming system, making my game’s movement feel more unique and rewarding fast reaction times.
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By the next dev log, I hope to create a new gun sprite that follows the mouse correctly, make a shootable bullet, and finally implement the recoil effect when the gun is fired, although this still seems to be my biggest hurdle.
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Progress is picking up pace. Every new feature is another lesson learned, helping build the foundations of what I hope will become my magnum opus. See you in the next dev log. ;)

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2h 2m 19s logged

Dev Log #1 – Grasping the Basics of Pygame

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Since I’m new to Pygame, my first goal has been learning the fundamentals and applying them to build the foundations of my game.

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So far I’ve implemented:

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.Basic gravity
.Collision detection with the floor
.Upward player movement using mouse input
.Loading and displaying sprites and backgrounds

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Building these simple features helped me understand how the game loop works, how collision is detected using rectangles, and how offsetting the player’s y-coordinate can be used to create gravity.

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At the moment, the player is represented with a placeholder sprite, as my focus is on the code behind my game (and art has never been my strong suit).

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I’ve been using the following tutorial, a learning resource that has helped me greatly:

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https://youtu.be/AY9MnQ4x3zk?si=x9KrrOI12N1CwT29

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Now that I have an understanding of the basics, I’m going to start moving towards creating the mechanics required for the actual game.

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My goal before the next dev log is to have a basic title screen completed and, if possible, implement the recoil mechanic for my player.

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Progress is slow at the moment, but every feature I build teaches me something new. Hopefully, the next update will be bigger and come together more quickly (as long as all goes well 🤞).

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