nice artwork and concept, but it's just not finished enough for newgrounds. the controls are also just odd and hard to remember, typical wasd controls would be much better.
Happy 1 Year Anniversary to TIG's development! It was one year ago that I published the Vertical Slice of The Inferno Gang online (Game Jolt)!
Implemented AAIs: AAIs are Ambusher enemies. They’ll jump out from somewhere and try to hurt you as you run around the mansion. Some you can only dodge, but with others, you might be able to figure out a way to get around them.
Implemented RAIs: RAIs, or Runner AIs, are enemy types that move. They're usually the very busy Imp Staff. If you run into them, you get hurt. As of right now, there's no way to beat them. Big Diablo can't use his thermal abilities because he's not a good shooter, especially with moving targets. You either have to stay out of their way with platforming, temporarily trip them up with objects around you, or get them to stop long enough to freeze them for a few seconds.
Implemented FAIs: These are Favour AIs. These enemies don't move, but stay in one position. If you bump into them, they'll attack you. Big Diablo can get them to lower their guard by giving them something. They might be nullified for just a little while or permanently. Maybe they'll get out of your way, help you out, or be distracted juuuust long enough so you can get the jump on them!
Implemented BAIs: Finally got around to my Boss AIs! The idea for them is to use your platforming abilities to dodge their attacks and then use your puzzle-solving skills to attack back. Hammon the Hitman is Area 1’s main boss. He’s Big Diablo’s taller but younger brother. Being tied to the Sin of Greed, he has the ability to divide or duplicate objects around him with just the snap of his fingers! I was thinking if giving him the classic Mida’s Touch ability, but I wanted to get more creative. Right now, there’s only one way to defeat him, but the final demo more than one route to win. Creativity is the most important skill for this!
Implemented HAIs: Hazard AIs are objects in the environment that can hurt you. Right now, you can only jump over them, but I’m working out how to let you use Big Diablo’s thermal powers to disable some - and create chaos!
Created separate rooms: Finally got this in the game! Special thanks to Lucky-J for helping me figure out how to program the rooms and entries. I also added a transition animation for the room change. The rooms will be grouped into separate Episodes of the game.
Cut the inventory: The inventory system is a bit too complicated for my patience and skill level right now. There will still be interactable items in the game help with exploration, puzzle-solving, and entertainment. For now, I'll focus on making sure the puzzles and platforming are fun and make sense.
Finalized the Narrative path: The Inferno Gang will be a linear platformer with five levels. There'll be Major Bosses at the end of each level to battle. I'm also working on the gameplay narrative to help guide the player and know where to go next.
Game Over: I finally chose how I want to game to save. At first I wanted multiple storage files and checkpoints that the player can save and respawn from when dead. I scrapped this idea because The Inferno Gang is inspired from some of my favourite old flash games. When you lost all lives, that was Game Over and you restarted from the beginning. I tried for something similar. TIG is set up to have 5 Episodes and when you reach the end of each one, the next episode will unlock and the game will save.
Brielle Tutorial: Professor Brielle is the hired tutor for the Inferno Kids and smarter friend to MacInnes. She finds herself roped into the family drama now and again or saving MacInnes when his desire to help gets him into trouble. For the game, she acts as the tutorial and narrative guide to help the player through the first area.
Next step is finalizing the area for the game's official demo! Thank you all for supporting the game and I appreciate any and all feedback.
nice artwork and concept, but it's just not finished enough for newgrounds. the controls are also just odd and hard to remember, typical wasd controls would be much better.
Thanks for your feedback. I appreciate your honesty.
I disagree about it not being ready for newgrounds. I think anything is ready for newgrounds as long as the creator can take some good critism, haha!
As for the controls, eeeeeh, I don't really like the WASD control idea for games. I want to experiment and see what else I can do before I settle on that. (I was thinking of maybe getting rid of the mouse controls and using the arrow and ZXC keys like some other games)
the controls aren't very good but it looks fun
Thanks for the feedback!
I know WASD controls are traditional for platformer movement, but I want to experiment with other ways before I settle onto that.