Devlog 3


Devlog #3

Zorok has been a bit slow with progress this week with trying to draw the character taking a lot longer than expected so lets start with that!

Characters!

The character has got a new running animation (Its playing too fast in that view but in game its fine), aim and ball and I really like how it came out. The design is based of Samus because not only is she a great character model but I found drawing legs to be really challenging.


I was really struggling how to picture the design of the game, I started looking through itch.io's free assets that you can use and I found 2 packs by the same creator called Super Pixel Plains and Super Pixel Caves (https://untiedgames.itch.io/super-pixel-plains-tileset, https://untiedgames.itch.io/super-pixel-cave-tileset). These packs aren't strictly meant to work with each other but I feel as the styles are similar enough that it looks really cool and it enables me to start my game with a ship landing on a different planet.

I've picked the night setting for the outdoor area as it has a really moody vibe and with the layers of sprites it gives the scene loads of depth

I have not filled all my tiles in because I haven't finalised this area so I don't want to come back and redo all of it and I cant finalise it until I implement varied height jumping.

Here is super pixel caves that is replacing all the old tiles I had, I'm still going to use those tiles so they haven't gone to waste but they will be for Special rooms and not the whole game. 

I really need to map out the whole level and I plan to do that tomorrow so the rest of the week I can start implementing real game play features.

I now have parallax backgrounds in my outside area!

It is ready to be setup for the inside area but I just haven't set it up yet as I'm in the process of creating a background changer that fades the background out when entering the cave and fades it back in when you leave (oh and no that's not a unity error in the corner, I have some disabled gameObjects)



This week I need to get 4 things done;

Level layout

Enemies and their AI

The Health system.

varied height jumping

The level layout wont be hard its just time consuming and the health system will be incredibly easy it will just be the enemies that will be hard. The enemies I want done by this week are an enemy that hurts the player when it makes contact, walks back and fourth on platforms endlessly and doesn't have any real attacks.

A bat like enemy that swoops down on the player when nearby, having a fixed arc it can move in so it can be easily avoided but obviously deals damage to the player when they collide. This will be used in conjunction with platforming areas to make it trickier to traverse.

A firing character that fires single shots that deal a lot more damage than the rest of the enemies, they wont be very mobile but will have quite a bit of health and finally,

I want to add varied Height jumping because It gives platforming way more depth and will help with killing certain enemies when they are on platforms above the player.


I would also like to get Doors animated and functional so progress can occur but that will be last for next week.

Hopefully we see some big progress Next week!

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