Devlog #1 – New Levels!



First Devlog

This is my first official devlog of Squirrel Launcher. I have been developing the game for about half a year and so far, it’s going well. So, I’ve decided to start sharing more of the game’s development.

New Levels

In total, I plan for there to be four levels.

  1. Grassland
  2. Desert
  3. Ocean
  4. Space

To progress in Squirrel Launcher, you must upgrade the vehicles included in each level. Each level has some goal to do so. For example, there might be an in-game cash requirement. Money can be earned through repeatedly launching the squirrel and by completing various achievements such as an altitude or distance record. And the money can also be used to improve the vehicle that the squirrel is flying. By unlocking all of the vehicles and levels, it is possible to beat the game.

 

Grassland 

 

The grassland the starting level. In this level, you control a squirrel with a glider, although you don’t start with the glider. It is unlocked as you play. There will also be obstacles to dodge as you are flying through the sky.

This video shows more of the grassland level and some of the gameplay. Of course, you can play this level right now in browser as well.


Desert

The desert level will be a bit harder bit will be mostly similar to the grass level.


This time you are controlling a plane.


Unlike the glider squirrel the plane squirrel allows for acceleration and the ability to gain altitude after launch. The plane also travels at a faster speed and with increased maneuverability. There will be more obstacles to dodge in this level.

This video shows some of the desert level in action.

Ocean

This level is the least finished out of the three. It features a night-time thunderstorm and heavy fog. I might remove some of the fog to increase visibility though.


In this level you control a jet.


I’m planning on adding a weapon to the jet that will allow you to shoot down obstacles and maybe even enemies. This will help change up the gameplay and make it less repetitive.

The water animation alone took an entire day to figure out. It is the first world object I have created that shows up uniquely for each chunk. Because of the way the game-world works, the shader in charge of the animation has to know where in the world it is, otherwise the ocean at the edge of each chunk border would look terrible and obvious. Below is a zoomed-out view of the ocean being loaded in.


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I would show the space level here, but I’m planning on working on that last.

Anyway, I hope at least some people found this interesting. Come back here for more updates on the project progresses and have a great day.

 

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