Devlog 2
Devlog #2
As my game isn't a level based game but an exploration based game I've created the first "Area". This area will be where I start showing the player the basic mechanics, the Green highlighted area will have a basic moving object on platforms that you will need to jump on. This will start to get a feel for gun play and how much damage enemies take from bullets. The blue highlighted area will have enemies that swoop down and try to hit you with the pits behind getting filled with some liquid that will damage you. The yellow area will have the first "mini boss" where the area closes down and you fight an enemy so you can get the Stand still firing power up which will let you unlock a door down in the purple area.
I've decided to take a free to use asset collection for the tile map to help along but I quite like the look and there is lots of rock tiles that I think look really cool and I want to start make it a more cave like look. I've decided to only draw the enemies, bullets and the main character. Ive drawn all the bullets except one, these were shown in an earlier Devlog. I've started to redraw my player model(a mix of master chiefs armour and Samus body) and give all the players objects and powerups a red theme, give the enemies and dangerous items a green tinge and the environment will be a mix of blue areas maybe a purple in big area changes. I personally think distinguishing everything by colour is a really cool concept and should make certain colours a nervous feeling and using lighting or screen effects that are green might make the player feel nervous.
Ive decided to update my movement script to detect when im on the ground with raycasts instead of seeing when an empty gameObject collides with the ground, it seems more reliable and compacts everything into one script on one object. I tried for a while to implement a jump that changed depending if you held jump down but it bugged out everything else so Ive left it for now but I would really like to implement it.
Ive created another powerup that is rolling, I plan to use this to avoid falling objects especially with bosses that will fly above and slam down if you are underneath it for long enough. I also made it so all shots can triple shot so its not a shot type but an ability.
Im a bit dissapointed with how much I have gotten done this week, I did complete most of my goals from last week but I expected to have more done. I Implemented rolling, Completed power ups, I started blocking out levels but didnt create the assets for it and im still to implement a health system.
This weeks goals:
block out a lot more of my level
complete the assets of my character and a couple types of enemies
implement a health system
Create basic AI for the enemies I create, I want to create the wandering enemy on platforms, the swooping enemy from the blue area above and need to figure out the attack of the first mini boss.
Files
Zorok
A Sci-Fi Platformer
Status | Released |
Author | Tylmcd3 |
Genre | Platformer |
More posts
- Devlog 3May 02, 2021
- Devlog #1 Moving and Shooting!Apr 18, 2021
- Zorok Game Concept LogApr 16, 2021
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