Controlling Chaos

The fifth level is almost done! All that’s left is the bosses, which I started fixing up near the end of the week. One of them is our good old pal the Segment Slider, who I re-worked yet again. I’ll get into that, as well as the controlled randomness in Bleed 2.   First, the […]

Audio

Sadly no visuals this week, as I spent my time working on things with no immediate benefit — things that will make Bleed 2 awesome in the future. Namely, preparing a bunch of documents and references for audio folks that I hope to collaborate with! In my experience, even when you really suck at something, […]

Game Dev Magic

Got more of level 5 done this week! The fifth level is one of the more complex ones, so it’s gonna take another week or two unfortunately. One source of the complexity is all the little set-pieces, like this tram scene for example: You board the tram, and it takes you down an infinitely long […]

Cutting + Creating Minor Enemies

This week I worked on minor enemies, among other things! To start with, here are some you won’t be seeing much of in Bleed 2 anymore. I’m not talking about the Invaders in general, just the ones with fancy hats. Originally I imagined the Invaders having different ranks, indicated by their headgear. You’d be steadily […]

Environment Evolution

I took it easy at a family cottage this week, but I still got work done! I mostly fixed up the environment art for the fifth level, which takes place inside the warship itself. Every time I make environment art and tilesets, I create little sample test rooms to try them out, like this: It’s […]

Chaff Spammer

The fourth level is done!! Woooop! It’s been a while since I showed off a boss, so let’s do that. The boss is a drone from the warship that spams chaff everywhere, which it then manipulates to attack you. I call it… the Chaff Spammer. Yeah. These names aren’t final, don’t worry. I very nearly […]

Render Targets

Personal life took some time from work, but I’m almost done level four — just the bosses left to touch up / balance. In the meantime, let’s explore render targets a bit, since I used those this week! The fourth level takes place on the hull of the warship, and at some point it starts […]

A Blast From the Past!

This week I continued re-doing parts of the fourth level. It’s gonna take at least another week, but I hope it doesn’t take much longer than that…! I don’t want to show much of what I was working on, but I did stumble across a forgotten cache of old stuff from the original Bleed so […]

More Levels!

This week was the start of fixing up level 4! A year and a half ago I’d just finished the background art for it and posted this image to Twitter. Weird to think it’s been that long. Level 4 is the one I made first to test everything out, and as a result it’s one […]

Boss Balancing

This week I balanced all the bosses of level 3, meaning the third level is looking pretty done! When I say “balancing” the bosses, I’m just talking about making them challenging, fair and fun for all difficulty levels. A lot of it is adjusting values like how much damage they do, how long they give […]