Hello and Happy New Years!
We're on Devlog #3 for Catatattack and some big stuff has happened!
Thumbnail for Catatattack's Mobile Game Jam Submission
Progress So Far:
New Attack: Pouncing
When you dive onto an enemy you pounce them, which works as a grab which you can use to launch the grabbed enemy into the other, slam them to the ground, or bounce off of them for a quick escape!
Brawler Enemy Type
The first enemy type has been completed! This enemy type is the Brawler enemy who chases you down and tries to hit you with an attack or dash attack. But more importantly with the creation of this enemy, I now have a complete base for every enemy type moving forward! This will make creating enemies for the game a whole lot more streamlined!
Updated Catatattack Combat Gameplay!
Gunner Enemy Type Plans
The second enemy type has been started! The gunner is going to be a long ranged enemy type that locks onto you for their attack and keeps a fine distance. I've only just started their animations but things are looking good!
Gunner Inactive Idle, Activate, and Active Idle Animations
Buddy Character and Combat Locking
The buddy character that would follows you around, now properly fights with you during combat sections while enemies spawn! During these sections, you're locked to a certain position of the screen and have to clear out all the enemies to proceed, standard "Beat Em' Up" mechanics!
Demo Plans:
When I do nail down the demo, I want it to include 2 levels from both the Mafia and Police Paths for the game as well as the intro and tutorial sections of the game. This means I'd need 5 cutscenes, the first boss for both Police and Mafia, Cat Enemy Types for the Vent Combat and Tutorial, and 6 Enemy Types with Male and Female variants. In other words it'll be a lot, mostly because Catatattack hasn't proven itself as a game concept yet. And the demo is my first real chance to make that happen. Cultivating an audience isn't an easy endeavor after all, and the occasional twitter post has it's limits in that regard so that demo is the real kicker here.
I plan to post it on Newgrounds first and Steam a week later, as a thank you to the site for making the game a reality with that initial Game Jam. If I could I'd hide some Newgrounds easter eggs around, but I'm not too sure how the copyright on that would work.
I'm not too big a fan of doing a Kickstarter or something like that because it seems like a lot more pressure than I can handle, but that won't be a concern for a while.
Princess Kattayy Design!
Conclusion:
With the next enemy type on the horizon, soon I'll be able to safely start the intro and Tutorial sections of the game without past development issues popping up and confusing me! As of now I'm still lacking in background art capability, I do have someone I can commission for music! JordoPrice is gonna help out on the music end! As far as the game's creation goes, I still need to make a proper demo and first I'll need to set up the initial systems of the game.
I've actually made a crazy jump in progress with that first enemy type, so I just need to keep this up. Sooner or later I'll need to say goodbye to the debug level I've been using and move onto more interesting matters! As always, more stuff has been wrapped up and I have a clear path for what needs to happen for the game to thrive.
New Catatattack Logo!