Just launched Typing Bullets on Steam
Posted: Sat Jul 01, 2023 7:11 pm
Hi,
I just released Typing Bullets on Steam yesterday. Typing Bullets is an arcade typing roguelite game, and I had a lot of fun making the game. You move by typing on the word your are sitting on, and you also have to fight all sorts of enemies (all based on keyboard keys). Each time you step on a new word, you get a short definition of that specific word, and this will come in handy when you are overwhelmed by your enemies, because when your health reaches zero you get a quick quiz (with the word definitions you have found), and if you answer it correctly you get to continue your run. So it's a game, but also a learning tool.
You can equip all sorts of different weapons, activate Slow Motion, but also collect Upgrade Points, which you can use to upgrade your character. + there are customization options as well.
What was most fun for me was designing the enemies: the Shift enemies will create a swirl shader effect on the point of impact and will make the platforms rotate around, making it difficult to see what letter you have to press next in order to continue; the Ctrl enemy shoots bullets at you; Arrow enemy which, after a short charge period, will shoot towards you; and many other enemies, each with their unique effects. There are 13 enemies in total.
Working with LÖVE has been a blast, and I think I got closer to the answer, "which game engine/framework should you use"? The answer is (and I think it always was): whatever fits your own unique preferences. What usually is difficult when it comes to these sorts of questions is the fact that we think that there is a correct way to answer it, when in reality the only thing you can do is to find the answer for yourself. There is no good or bad decision, just whatever feels right and comfortable to you. I think it's most definitely a case of, "you'll know it when you see/experience it". Of course, if you want to make 3D games, maybe LÖVE isn't your best option, but it may not be the best option even if you want to make 2D games. You just have to try it out. For me, LÖVE was the correct choice. Being able to release Typing Bullets on Steam makes me confident in that assertion.
For code snippets and structure, I used DevJeeper's YouTube tutorial series (https://www.youtube.com/playlist?list=P ... 7kmbLf4P5O) to help me wrap my head around classes, and also the comprehensive and great BYTEPATH tutorial (https://github.com/a327ex/blog/issues/30) (not sure what happened to the user who made this tutorial, as they posted on the forum for quite some time, and after a bit they haven't posted anything at all - I hope they are ok.) Of course, I also used lots and lots of libraries (HUMP, Moses, bitser, lume, worldfield, utf8, etc).
Anyways, if you have any questions please let me know, and if Typing Bullets sounds like a game you would be interested in, you can check it out here: https://store.steampowered.com/app/2429 ... g_Bullets/
At the moment, it is 15% off.
Thank you to this community and to the LÖVE devs! Have a great day/night
I just released Typing Bullets on Steam yesterday. Typing Bullets is an arcade typing roguelite game, and I had a lot of fun making the game. You move by typing on the word your are sitting on, and you also have to fight all sorts of enemies (all based on keyboard keys). Each time you step on a new word, you get a short definition of that specific word, and this will come in handy when you are overwhelmed by your enemies, because when your health reaches zero you get a quick quiz (with the word definitions you have found), and if you answer it correctly you get to continue your run. So it's a game, but also a learning tool.
You can equip all sorts of different weapons, activate Slow Motion, but also collect Upgrade Points, which you can use to upgrade your character. + there are customization options as well.
What was most fun for me was designing the enemies: the Shift enemies will create a swirl shader effect on the point of impact and will make the platforms rotate around, making it difficult to see what letter you have to press next in order to continue; the Ctrl enemy shoots bullets at you; Arrow enemy which, after a short charge period, will shoot towards you; and many other enemies, each with their unique effects. There are 13 enemies in total.
Working with LÖVE has been a blast, and I think I got closer to the answer, "which game engine/framework should you use"? The answer is (and I think it always was): whatever fits your own unique preferences. What usually is difficult when it comes to these sorts of questions is the fact that we think that there is a correct way to answer it, when in reality the only thing you can do is to find the answer for yourself. There is no good or bad decision, just whatever feels right and comfortable to you. I think it's most definitely a case of, "you'll know it when you see/experience it". Of course, if you want to make 3D games, maybe LÖVE isn't your best option, but it may not be the best option even if you want to make 2D games. You just have to try it out. For me, LÖVE was the correct choice. Being able to release Typing Bullets on Steam makes me confident in that assertion.
For code snippets and structure, I used DevJeeper's YouTube tutorial series (https://www.youtube.com/playlist?list=P ... 7kmbLf4P5O) to help me wrap my head around classes, and also the comprehensive and great BYTEPATH tutorial (https://github.com/a327ex/blog/issues/30) (not sure what happened to the user who made this tutorial, as they posted on the forum for quite some time, and after a bit they haven't posted anything at all - I hope they are ok.) Of course, I also used lots and lots of libraries (HUMP, Moses, bitser, lume, worldfield, utf8, etc).
Anyways, if you have any questions please let me know, and if Typing Bullets sounds like a game you would be interested in, you can check it out here: https://store.steampowered.com/app/2429 ... g_Bullets/
At the moment, it is 15% off.
Thank you to this community and to the LÖVE devs! Have a great day/night