Since my last post, I have added:

  • Another type of map tile for variation
  • Nose generation to build a random infinite map
  • Defeating enemies
  • A main menu, pause screen, and game over screen when the player runs out of health
  • Some on-screen hints about controls, in the main menu and pause screen
  • A key-binding system, which can be rebound at runtime
  • Fixed camera following the player, except in debug builds
  • Fog for atmosphere
  • Automatically aiming at the nearest enemy when attacking

Since the player can now defeat enemies, lose, and restart, this is technically now a game. There may be no sound, but it is a working MVP. Below is a video showing some of the things I mentioned adding recently.

I may come back to this for various rendering upgrades to try out techniques with OpenGL, but don’t plan on any more game mechanics since the gameplay only really serves as a stand-in to have something to render.

This page was updated 12/20 to include a few new features. I have also released an executable and the required asset pack on GitHub here: https://github.com/Maceris/BulletHell/releases/tag/1.0.0. Below is a video including the keybindings (plus debug build keybindings), fog, and auto-aiming.