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Mayhem ZXNewsArcade Update #2
Community

Arcade Update #2

Mayhem ZX · published 28 Apr 2018, 19:07 UTC

All newsPlayers around this dateRead on Steam

Hey, everybody! I just thought it would be a good idea to sort of lay out Mayhem ZX's current state of development and give an idea of where we're at, and what you have to look forward to. Let us know if you have any thoughts or questions!

General

- Movement system reworked.

- New platforms implemented that allow the player to drop through.
Bullets can not pass through the platform. Grenades can, however.

Arcade

- Framework

- All zones are in place with placeholder (PH) collision maps.

- All zones have PH title cards.

- Random zone order generator is functional.

- Last zone completed successfully transitions to Cutscene Z.

- Final Zone successfully transitions to Cutscene X.

- Cutscene X successfully transitions to Game Loop 2, and so on
(GL).

- Player death via enemy and Game Over screen are functional.

- Scoring is functional. Higher score is tied to lower health, to
encourage dangerous gameplay.

- Enemies

- Glith Turret is fully implemented, needs testing.

- Claw Ent is fully animated, with Collisions/Crit.

- Flying Blade is fully animated, with Collisions/Crit.

- Rogue Beamer is fully animated, with Collisions/Crit.

- Thwart Root has reached the animation process.

- Rover has reached the animation process.

- Concepts are flooding in!

Multiplayer

- The Frost Zone collision map and placeholder artwork are nearly complete.

BONUS!

- Reworking web-related graphics!

- Music also constantly in production (and it's sounding killer)!

- Working on stickers!

As you can see, there are a lot of different nuances to laying the groundwork for a solid arcade game. We're making a lot of headway here, and we hope you stick around to get glimpse of how these things come to be!

Right now the top task on the list is enemy design. We need to get a good group of baddies fully implemented before we can work on the way they're balanced, and how they'll scale in difficulty the longer the session lasts. As always, we're ready and waiting to hear any suggestions you might have, whether it's a note about gameplay mechanics and balancing, or even if you just have a cool enemy idea!

Original post: here.

More from Mayhem ZX

Other announcements

All news
Community29 Aug 2018Arcade Mode Progress Update #3Okay, first off we feel obligated to apologize for the long spell without providing any word. Even with everything on our plate, we should have been more consistent with our progress reports. It isn't fair to the few people who have eyes on this game, and it was our mistake. Alright, so that pill’s down. Let's get to the meat: In this Version: - Implemented screen shake. - Implemented Grenade P…Community30 Jun 2018Hey all!Just popping in to let you know that the Mayhem ZX dev team is still going hard till death to put together a solid arcade experience! We're currently gathering development screenshots for a full description of where we're at, so stay tuned!Community10 Mar 2018Mayhem ZX -Arcade Update #1Hey what's going on guys, we're excited to talk about the progress we've been making with the new Arcade Mode for Mayhem ZX ! Just a quick disclaimer though, first off, Sorry for the quality of the gif's you're about to see, we need to find better ways of creating them. And secondly, just about all the art you are about to see are strictly place holders. Also, we post full blog post about devel…