Devlog 5.1: Easter is here!


Easter Break

Another week, another devlog. This week's update will be a bit shorter since the devlog is split into two parts. Our team is taking some time off during the Easter holidays so expect the second part of this devlog around the 18th of April. But for now let's take a look at what we have been working on.

Don't you look dashing ;)

Ok sorry about that one. But as you might suspect we expanded the player movement by adding the dash ability. Players can now trigger their jump while in the air, so after jumping or while falling, to activate their dash ability that moves towards the direction the player is currently aiming with their move input. Please note that the dash is only available when the player does not have a bullet left to shoot.

By default you can only dash once every time you are in the air and if the player is not giving any move input the dash will by default go upwards.


Maybe you noticed something else in this GIF. Take a closer look at the bullet and more specifically where the bullet is heading. Yes that's right, we have also added an indicator showing where the bullet will bounce. This is also where the player will be able to see which way the bullet will be redirected depending on the aim input.

Level streaming

One thing we didn't open in the last devlog was the level streaming system we set up to dynamically change levels without loading screens. In a nutshell, when the current round nears its end, the system selects a random level and preloads it. Once the next round is actually started, we only make the new level visible and hide the old one. At the moment it doesn't look like much, but in the end we can make some pretty cool transitions with it.

That's it for this part of the devlog. Enjoy the holidays and till next time!

Get Die Or Not

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