EDIT (10/18/2021, 9:09 PM):
Recently, my system drive died, causing me to lose two updates I had ready to go. I’m not willing to re-do that work, so this project, in current form, is officially dead. I plan to revisit the idea eventually, most likely going to stick to one mechanic or the other with maybe a few changes here and there for the next time I make a game. I’m leaving the download link up.
A QUICK NOTE.
It’s hard to find, but you DO NOT have to pay to get the game! I don’t like how Itch does it because it probably put a few people off from playing the game, but there’s a small text hyperlink above the payment field that doesn’t really look like a hyperlink. Simply click on that if you don’t wanna pay anything for it, especially as unfinished as it was at release.
If I can find the most recent version somewhere, I think I had sent it to someone for testing, I’ll post that too.
Thank you all for your interest, it really upped my spirits while I was working on the game. Here’s hoping I can look back on this and have it give me the energy to start on a brand new project, probably with more of a goal laid out in mind.
~End Update~
Thread for a game I’m making based around the concept of having several different types of inflation that a character/object can have. Here are the inflation types planned, from lightest to heaviest:
Helium (self explanatory) the Character/object floats a certain distance above the ground. This distance is determined by their “level” of inflation, to keep things easy for coding.
O2: the Character/object is far lighter, making them jump higher, fall slower, and stop faster, as well as making objects far easier to push.
Normal: No inflation.
Water: The Character/object is far heavier, but also larger, making it easier to jump on said objects, and making the character sink in water, when in water, a character will slowly increase in level until they are maxed out. Jump height is lowered, as is speed, and it takes longer to stop, but due to the increased mass, some objects may be pushable in this state.
Fat: This only works for Characters. It’s far heavier, like water, but you can float on water, speed and jump height will decrease as time goes on, and the character will only lose weight by transitioning to the next/previous level.
Edit 1/31/2021: First Playable (V0-U0)
Well, finally time to release A version of this. This is not a very complex version, and is little more than a very early alpha build and a proof of concept at this stage. Untitled Inflation Metroidvania (V0-U0) by ImaginaryMechanisms
Changes (or, well, devlog, at this point):
-Added a placeholder character for testing purposes.
-Added water and air inflation, both of which are tied to the R and T keys.
-Added a simple gamedown/reset script.
-Added two test levels that loop on each other.
Planned:
Reworking inflation mechanics to use raycasting.
Creating a better player model.
Edit 2/26/2021: Second Playable (V0-U1)
First off, made a mistake last time I edited this post. It’s in V0 right now, not V1 yet. That has now been corrected.
Anyway, it’s still not THAT complex, but it’s a little better now. Here’s the download. Untitled Inflation Metroidvania (V0U1) by ImaginaryMechanisms
Changes:
- Added in an “inflation gun” to use instead of R & T. (placeholder asset for now)
- Added a system for selecting a type of inflation, and to go along with it, objects are now color codes with whatever they’re filled with.
- Removed the old, funky button, replaced it with a much simpler example.
- Adjusted jump height.
- Changed shaders.
- Modified the background objects to be less painful to view.
- Updated UI to reflect the changes in how inflation works.