Finally, I have something substantial to show from what Iâ€™ve been working on. That being said, now is as good a time as any to announce that I have been working on Core of Innocence 2! My goal is to produce a ‘video diaryâ€™ of sorts every month or so to show progress of where I am with the game and whatnot. So, without further ado, Core of Innocence 2 - Dev Diary 01!
Video looks better fullscreen and in HD, just a heads up.
Anyways, where Iâ€™m at so far:
The movement engine is pretty much complete. All of Lilaâ€™s movement-based powerups are in game and functional. Not shown in the video, but is also completed are moving platforms. Core 1 did not have them simply because I had no clue what I was doing. They are very much a thing now! ðŸ˜€
As you can see in the video, the enemies (once implemented) will drop completely randomized loot and equipment that scales in stats depending on the difficulty level the game is set at. It is very ‘diablo-ishâ€™ if thatâ€™s of any comparison. Also, the number one thing I had people asking me for that they had in Core 1, was that the clothing displayed on Lila at game-time. Well, this is now very much a thing! Lila will have a wide variety of outfit choices as well as 16 different colors to pick from for each one making for an insane assortment of equipment drops. You can see this in action at the end of the video above.
All of the basic weapons attacks are in and complete, and the spell casting engine is in place but needs to have the spells created and tied to them. There will be over 40 spells in Core 2 so its going to take some careful balancing but I think they will end up being far more useful this time around, rather than just ‘invincible Lila boss killersâ€™ that they ended up being in Core 1. Lots more utility spells and fast casting damage spells, for sure. The nice thing about the engine in Core Â 2 is all of Lilaâ€™s weapons are separate sprites now, so I can edit them easily, or add more without modifying hardly any code at all. They will also be set for the color swapping but it will be set for much more ‘weaponyâ€™ colors.
Iâ€™ve spent a ton of time making this engine as modular as possible so I can plug and play things quickly, and I will be utilizing a ‘large mapâ€™ sort of level design approach to make development easier for me, and to remove room transitions and having to re-program things for every room I change something in. I definitely do not want this to be another 10+ year ordeal. Iâ€™m aiming for 2-3 years… if that.
Anyways, stay tuned for more updates and I hope you enjoy!