devlog


27 december 2024

Patchouli, the boss, fires waves of red and gray amulets, Reimu, the player, is surrounded by blue and pink stars. Reimu uses a Spell Card, 'Spirit Sign 'Dream Seal'', against Patchouli, who takes massive damage from it.

  • Implemented bullet grazing;
  • Implemented basic item functionality;
  • Implemented basic boss functionality, including:
    • General phase setup functions;
    • Multiple health bars with their respective timers;
    • Spell Cards: Titles, warnings, cut-ins, timeout toggles;
  • Made some adjustments to pattern generation;
    • A pattern's given X and Y coordinates become relative to its parent, it if exists (useful for spawning patterns in a circle around a boss or the player, for example);
    • Bullets based on an existing pattern's parameters can now be returned as a table before being fired, allowing for more precise adjustments.
  • Implemented lasers;
    • LaserControllers containing laser spreads, through which properties like rotation can be set.
  • Implemented basic player spell card, death and deathbombing funcionalities;

Patchouli is surrounded by red and blue lasers as they rotate around her. progress has been very steady on this project -- it's the one thing i've been consistently working on for every single day over the last few weeks, really. it's not very common that i get these moments of constant motivation to work on the same thing for longer stretches of time, so i'd better make as much use of it as possible before i inevitably burn out and put this project on hold for a month or something.

i recently posted a little showcase video on bluesky (quality got obliterated, but it's still readable enough i suppose). i'm actually surprised at the reception it's had over there -- for the most part i've been talking about this project in more private spaces only, so it's really cool to see there's some actual interest from other people as well! the whole thing is slowly but surely starting to feel like an actual game, and i'm overall very happy with how it's coming along.

for now, though, i'll probably keep adding some polish to what's already there -- the code, albeit functional, is very messy and wildly inconsistent, so it'll need to be taken care of as well. stages are probably going to follow a very similar model to how bosses currently work, with wait-timers, phases and whatnot.

thank you ♥


05 november 2024

Sanae, the player, fires a wave of amulets, straight-forward snakes and wide-spread frog shots.
things have been going well, if a bit slowly. implementing some basic stuff, really.
working with löve2D makes me appreciate the stuff that's usually taken for granted on most game engines: animations, scenes/rooms, angled movement, etc. re-implementing these systems has been a very rewarding experience.