AXRIA Project Evergreen is going strong so far, a lot of the key elements are being implemented and some fresh ideas are coming in!
The Perri trees now grow a lot faster and finishing growing after reaching around six Perri orbs tall, if you’re lucky there’s a chance that they can grow even taller! Sarah can wall jump on its sides like before and platform on the top of the trees, however I want to implement the ability to make sarah be able to walk past the tree while she’s on the ground, this should make it easier than constantly climbing the trees to another area. The only risk is that this could cause glitches, in what I’ve programmed so far it works well, until sarah jumps, at that point she is in a wall clinging state inside the Perri tree. If this doesn’t work well I’m considering to let Sarah be able to pass through the left and right sides of the Perri’s and be able to stand on just the top of each Perri orb.
It may appear surreal to some, but if coded properly this can potentially make getting from point A to B a lot quicker and less exhausting.
The enemies are beginning to take shape, so far there is the Bloid who acts like he did in Axria Retro World. What I’m going to change through is pretty much everything about him! At the moment Bloids are born from the seeds planted in the ground, though I want to change it something a little different. I have a vision of the trees growing fruits within the leaves, and while they often contain seeds, sometimes they may be infected an give birth to a Bloid! After that they will try to hunt for any Berri flowers to eat, or a young sampling of a Perri tree!
Their attack is the main thing i wanted to change, in Retro World they didn’t have any special abilities, they were rather mindless compared to how i initially designed the Bloids back in 2008, so i want to create something thats similar to how i originally envisioned the Bloids (albeit more family friendly). Bloids will now attack by jumping onto an area of Sarah’s head and draining the colours of her body. The colours then get absorbed into its body to use as a special attack. When you defeat an enemy bloid its colours leak out and you can recollect them- to add a sense of getting back what’s been stolen from you!
Currently the Bloids can jump when they touch an invisible field near Sarah, however the rest has yet to be coded. You may notice a white box around the Bloid, that’s his hit-box, put there to make colliding with objects less wonky as there’s no fancy curves to it. This will be made invisible soon enough when all its events are implemented!
The Axria Star is back from Axria Retro World, I was going to replace it with Axria Portrait of Moonlight’s Naro Blaster, but I grew attached to the star- personally I saw it as more special to Sarah. Anyone could use a gun. I’ll change the plot around this another time, for now I would rather focus on Project Evergreen’s gameplay.
The star acts as it did in Retro World except now the physics have been tweaked making the gravity stronger and more impacting push when hitting against sarah. One key difference are the colour echo trail it leaves behind, its made of Sarah’s three colours albeit brighter. I hope to make this indicate the damage points left, say the stronger you are, the stronger the star will be.
But there’s another idea that ive come up with recently! I thought of how sarah could move the Perri orbs if they’re in her way- in the process of thinking possible ideas I came up with the idea of the Axria Star being able to copy abilities of assistant objects- in this case the Perri orbs!
I thought of a few ways this could work; either the Axria star takes the entire Perri orb and brings to Sarah’s hands (where she can carry it an throw it), or the Axria star copies/ takes away the power of the object it collides in. Either one of these can change the structure of the game, but I’m currently leaning towards the taking-ability idea. It will mean that weapons i had planned for Portrait of Moonlight can be reworked as abilities you seek out for in the level rather than ones you store in your inventory. These are all maybe’s however, but ideas I look forward to experimenting with!
Technically the game has the key functions implemented, such as the camera panning up an down, all the background layers move along with the camera giving the feeling of parallax scrolling. You can see a video of the background in motion below; Please take a look.
Notice the use of glimmer on the water made with pixels travelling at different speeds. Notice the use of reflections of each mountain and how they’re two lines of the same image moving left an right. Notice how each mountain moves at a different speed to give the illusion of depth. There are 8 layers of background not including the glimmer, but i hope to include more for clouds an possibly foreground trees!
There has been one major technical change and that being the screen resolution, previously I’ve worked in a resolution similar to popular mobile devices (480×320) however there have been two drawbacks, one being that at this point I’m uncertain about porting any of my games to Smartphones, an secondly this resolution creates a boarder all around the screen on many monitors I’ve tested it on. This has been an issue for several of my games, mainly with Axria Retro World (Which had a insanely small resolution of 160×144! Though it was trying to replicate the original Game boy’s resolution).
As of now Game Editor has no way of stretching the screen resolution, so instead I’ve went with a screen resolution that works with most PCs but is still small enough for pixel art (800×600), even though it may have left an right boarders it shouldn’t show any boarders on the top or bottom sides of the screen making the game view look like its stuck in a black limbo.
While I’m fine with the current resolution (800×600) I do ponder if there’s a way to get the screen resolution to stretch on all monitors, either by its properties or through a new addition in a newer version in Game Editor.
Despite technical boundaries I feel i can still create some interesting mechanics that are fun to play around with! I hope to next implement all the key ingredients such as a goal to get and progression through rounds. Once that is met I can then add the enemies that make each Round progressively difficult!