Amateur programmer and aspiring game developer. I will be using this Twitter as a journal to record my attempt to learn coding.
Email: [email protected]
Alright, I think it's ready.
holoVersus - Test Build 7: https://t.co/QDwL0eTDxl
- Added music! (I just learned how to make music, don't expect too much)
- Gameplay rework (check out the tutorial here: https://t.co/DypoadjoaA)
- Survival Mode (PvE, single-player or local co-op)
Made a couple more stages. First one is Mori's, and second is Iroha's, both based on their 3D debut streams.
Alright, I think that is enough stages for now, I will make more when I am in the mood for it. Time to make some music again, gotta have to relearn how to do it.
Oh yea, I am open to music contributions now, if there is anyone interested.
If you wish to contribute some music for the game, read this: https://t.co/oaJMfkC39W
This stage is based on HoloAlt, specifically Fubuki's stage. A big reason for holoVersus' existence is that I really liked the HoloAlt PVs and thought they could lead to neat games, and since HoloEarth isn't really what I wanted I decided to learn coding and make one myself.
Hmm... alright, I have decided on the workflow. Pixel art is pretty time and labor intensive, so I will use digital brushes for most of the background instead.
And yes, most stages will be like this. The game has mechanics that doesn't work without a flat ground.
Initial studies for learning how to do backgrounds. I want to make stages, but I had never really drew backgrounds seriously before, so I am learning now. Will need some time and trial/error before I can get it down though.
Card art for ReGloss. Hmm... it's probably gotta be harder to come up with card effects for them. I better wait for a few months first before adding them.
Oh yea, Shiori's card in Survival Mode summons scissors now. I want to give each card an unique effect, but there are still many cards that have just generic buffs.
I plan on reworking Survival Mode in the future to have real enemies with attacks that are actually telegraphed.
Finally done with Ina'nis' Specials.
Special #1: "lilutia"
Fire slow Takos that bounces off the floor. Can be aimed up/down and she can have a max of 10 on stage at once. The EX Version places a portal that summons 5 Takos while she continues to act.
And that's all Specials done! ("phei" is the name of her Flight) A zoner with powerful stage control, but have issues in close combat due to being slow and not having a DP.
Phew, I'm beat. I'm gotta add a new stage for her and compose her theme, then Test Build 8 is ready.
Alright, back to work on Ina's Specials. No more getting sidetracked... I promise! I will make it my goal to get them done by end of this week.
In the meantime, here's a spinning Takodachi.
Oh, if you want to test the latest versions of holoVersus, you can find it on the GitHub: https://t.co/ILiWq2zlrw
holoVersus is an open-source game, you will need to get Godot 3 to build it yourself though.
Do note that quite a few things (like the commands for Dodge/Super Dash/Burst) have changed from Test Build 7, so you may want to skim through the commits. I will make a proper changelog when Test Build 8 is ready.
Shiori... well, creatively wise she kinda got the short end of the stick, having only non-unique passive effects. Still, Special Damage Up and Lifesteal are always useful.
I may add more interesting effects to cards like these when I rework Survival Mode in the future.
Added HoloAdvent to the Card Shop in Survival Mode.
Bijou's card enhances blocking and has a trigger effect that summons a Moai statue when you block an attack punting them high into the air. Lengthy cooldown though.
Fuwawa's and Mococo's cards enhance air and ground mobility respectively. They also add a claw slash trigger effect to your Lights.
If you have both Fuwawa's and Mococo's cards, the trigger effects will combine into a powerful flurry attack.